Tagged Questions
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0
votes
1answer
101 views
Real-Time Terrain Deformation
I can't really find anything at all on this topic. There's a bunch of YouTube videos that show people doing it, but there aren't any articles that I can find explaining the mechanics of it. In my ...
1
vote
3answers
62 views
Extracting blend values from uint32 not working as expected
I have the following shader configuration code :
uint gBlendValue = 0xffffff00;
Terrain.Effect.GetVariableByName("gBlendValue").AsScalar().Set(gBlendValue);
And I have the following shader code :
...
1
vote
1answer
95 views
How can I convert an OBJ model into arrays of vertices and indices?
I'm writing a simple model loader just to learn how models are loaded. I wrote a program to convert .OBJ files in a custom format. (It's virtually exactly the same as .OBJ, I wrote it once again just ...
2
votes
1answer
66 views
How do I keep a triangle strip between geometry shader invocations?
I'm using a small geometry shader to build a "ribbon" from a set of points. For each point, I create 4 vertices that represent a section of the ribbon:
[maxvertexcount(4)]
void GS( point GS_Input ...
1
vote
1answer
80 views
Does the latest DirectX SDK support both Direct3D 9.0c and 11?
1) What is the latest version of DirectX SDK?
2) For my purposes I need DirectX 9.0c SDK and DirectX 11 SDK. Do I need to install these libraries separately or last DirectX SDK package contains both ...
5
votes
3answers
491 views
What features does D3D have that OpenGL does not (and vice versa)?
Are there any feature comparisons on Direct3D 11 and the newest OpenGL versions?
Well, simply put, Direct3D 11 introduced three main features (taken from Wikipedia):
Tessellation
Multithreaded ...
2
votes
1answer
98 views
Why can I not map a dynamic texture in D3D?
I am trying to map a Texture2D resource in DirectX11 via SharpDX.
The resource is declared as a ShaderResource, with Dynamic usage and the 'Write' CPU flag specified.
My call however fails with a ...
1
vote
1answer
124 views
Marshalling C# Structs into DX11 cbuffers
I'm having some issues with the packing of my structure in C# and passing them through to cbuffers I have registered in HLSL. When I pack my struct in one manner the information seems to be able to ...
0
votes
1answer
70 views
Why are my scene's depth values not being written to my DepthStencilView?
I'm rendering to a depth map in order to use it as a shader resource view, but when I sample the depth map in my shader, the red component has a value of 1 while all other channels have a value of 0.
...
3
votes
2answers
257 views
How can I draw dashed or dotted lines with a pixel shader?
I am trying to draw the 2D graphics (like line, polyline, polygon etc.) using Direct3D for drawing I am using LINE_LIST. Now I want to make the lines thicker and apply patterns to the line as ...
8
votes
2answers
362 views
Why would you want multiple render targets?
In d3d11, you can bind multiple render targets ID3D11DeviceContext::OMSetRenderTargets. But why would you want to do this?
4
votes
1answer
199 views
How do I create a CPU read/write buffer in SlimDX (what are the legal combinations of Usage and CPUAccess flags)?
Currently, I create a vertex buffer in SlimDX like so:
SlimDX.Direct3D11.BufferDescription Description = new SlimDX.Direct3D11.BufferDescription();
Description.BindFlags = ...
3
votes
1answer
279 views
DirectX11, how do I manage and update multiple shader constant buffers?
Alright, I'm having a hard time grasping how constant buffers are bound to a pipeline stage and updated. I understand that DirectX11 can have up to 15 shader-constant buffers per stage and each buffer ...
0
votes
1answer
172 views
Access violation in DirectX OMSetRenderTargets
I receive the following error (Unhandled exception at 0x527DAE81 (d3d11_1sdklayers.dll) in Lesson2.Triangles.exe: 0xC0000005: Access violation reading location 0x00000000) when running the Triangle ...
3
votes
2answers
247 views
What happened to .fx files in D3D11?
It seems they completely ruined .fx file loading / parsing in D3D11.
In D3D9, loading an entire effect file was D3DXCreateEffectFromFile( .. ), and you got a ID3DXEffect9, which had great methods ...