This version is compatible with Windows 8 RTM and Visual Studio 2012 RTM.
New target assemblies released : Signed-net40, Signed-winrt. Nuget packages are now providing signed assemblies.
*Lots* of small enhancements, changes, bug fixes. See complete listing below.
SharpDX.Toolkit, a high level XNA like API for Direct3D11 is under heavy development. The toolkit is not yet part of the distribution but a Beta version should be released by the end of October. Currently implemented:
Friendly constructors for all resources (states, textures, rendertargets, buffers).
Image and Texture loading & saving for various formats (DDS, JPG, PNG, BMP, TIFF, GIF).
A full HLSL Effect / FX system, very similar to legacy FX system, using efficiently Direct3D11, compatible with Windows Desktop and Windows 8 Modern, with a custom compilers. All XNA stock effects (BasicEffect, DualTextureEffect...etc.) were successfully ported to it. The toolkit is coming with its own effect compiler (tkfxc) similar to standard fxc.exe.
Concerning support for Windows Phone 8 (WP8) nothing to announce yet until the official release of the WP8 SDK.
Changes and Fixes
The following listing is automatically generated from commit logs.
API Breaking changes: Old Color struct was BGRA (1st byte Blue, 2nd byte Green...etc.). It is now RGBA (for consistency with Color3/4). There is a new ColorBGRA struct (used mainly by Direct3D9). Move stock Colors to Color struct. Change mapping D3DCOLOR to SharpDX.ColorBGRA. (changes)
Remove return SharpDX.Result for all methods that are already checking the result. (changes)
Add new configuration for net40. Update all csproj (except Samples/*.csproj). Update build to support new binaries (Standard-net40, Signed-net40), update nuget specs with n40 target. Change all public key for signed assemblies, as the private key was lost. (changes)
Fix app manifest/certificates for Win8 and build (changes)
Fix build for Win8 with latest changes in handling SharpDX.Result (changes)
Fix issue #244. Breaking change for SharpDX.Color. Create SharpDX.ColorBGRA. Update SharpGen mapping to D3DCOLOR to ColorBGRA. Update Color and ColorBGRA for consistency. Remove implicit convertor from Color4 to Color. (changes)
Add support for packed int (used for count). Delayed Reader/Writer initialization based on Mode. Add object, List<object> serializers. Switchback to AllowNull, AllowIdentity properties instead of methods. Update Tests. (changes)
Capturing frames from videoThere is only a sample in Samples\Win8 for realtime playing, but not for "offline" decoding. I'm not entirely sure that It can be done with current SharpDX API, but in the end, you will have to convert any suitable C++ samples to SharpDX (like...
[D3D11] MapSubresource crashYou can't map a texture with MapMode.Read when the texture was not created for CPU readback. Internally, Texture2D.ToStream is copying the texture to a Staging texture, and from this staging texture can read it from the CPU. Check this post
[SharpDX] multiply vector with matrix?maybe i am overlooking things, but i cant seem to find them in the latest 2.5 nightlies. have they maybe moved and the documentation needs updating?
edit: however i found this:
public static Vector4 Transform(Vector4 vector, Matrix transform)