The directx11 tag has no wiki summary.
2
votes
0answers
30 views
DXGI and 2+ full screen displays on Windows 7
I am developing a program that needs two full screen Direct3D dispalys. According to the documentation I should create the swap chains in windowed mode and then switch to full screen mode. While this ...
0
votes
0answers
28 views
How to obtain a pointer to the compiled shader in D3D11
My shader creation code looks like this.
std::shared_ptr<IRenderUtility::IVertexShader> D3D11RenderUtility::CreateVertexShader(IShader::INIT_DESC & desc) const
{
HRESULT result;
...
3
votes
2answers
157 views
+50
Geometry shader worldviewprojection
I'm writing a simple geometry shader to create 3D "primitives" in place of a single point. I am performing all of the world-view-projection conversions within the geometry shader after creating the ...
2
votes
1answer
68 views
Creating Input layouts for different vertex types
I'm still in the planning phase for a hobby abstract renderer, and i'm wondering how i should handle multiple vertex types and different shader inputs. (This is my first graphics project, so cut me ...
-1
votes
2answers
224 views
Problem rendering cube using DirectX 11
I'm toying with DirectX 11 and am trying to render a simple cube, but I can't seem to get anything to show (except the clear color, which is a good sign I suppose...)
Everything seems to be working, ...
3
votes
1answer
174 views
Different shaders for different objects DirectX 11
I am learning Direct3D 11, and in all basic tutorials I found on shader writing, Vertex and Pixel shaders are written so they transform whole scene same way. Tutorials like render cube with texture...
...
3
votes
1answer
119 views
Proper use of Dynamic Vertex Buffers for rapid update
I am creating a C#/SharpDx/DirectX10 application to plot line charts in a fast way.
I have a prototype which uses Dynamic Vertex Buffers and fills a fixed-size buffer, say 1M vertices, with new data ...
0
votes
1answer
77 views
Rendering an object more than once
Right now I'm facing the issue of rendering the same objects more than once in Directx 11, as the object has:
A diffuse shader
A directional lighting shader
A texture shader
Now the final color ...
1
vote
1answer
107 views
Render video from file to DirectX11 texture
Is there a way to render a video from file (avi, mp4, etc...) to a texture in a directx11 environment?
If so, how?
0
votes
1answer
111 views
Loading a vertex shader compiled by Visual Studio 2012
I've got an extremely simple vertex shader that Visual Studio 2012 compiles into a .cso file. Now I want to load this file and create a vertex shader on the graphics device using the ...
0
votes
0answers
34 views
Cascaded Shadow Maps left handed to right handed coord system
Im trying to port the Directx SDK (june 2010) sample (CascadedShadowMaps11) into a right handed version (to later implement in my engine) but i can't figure out the math, so far i got it partially ...
0
votes
1answer
78 views
Stencil buffer and transparent pixels
Do transparent pixels cause a stencil buffer operation (increment, decrement, etc.) to be executed?
My understanding was that only opaque pixels cause a stencil buffer operation, transparent pixels ...
0
votes
2answers
123 views
Multipass shader in DirectX 11
As far as I understand for DirectX11 it is recommended to have multiple single pass shaders, so the the method with multiple passes in one shader file is deprecated. Is my understanding correct and ...
-1
votes
1answer
72 views
How To Buffer Many Vertex, Geometry, and Pixel Shaders
What is the best way to buffer Vertex Shaders, Pixel Shaders, etc into the Device/Device Context without having to reload them from the filesystem every time?
ID3D11Device::CreateVertexShader ...
3
votes
1answer
83 views
Constant Buffer size mismatch on PS, fine on VS and GS
I have the following C/C++ struct:
struct ShadowMapCB {
Math::Matrix4 cropMatrix[4];
Math::Matrix4 textureMatrix[4];
float splitPlane[4];
};
and my HLSL constant buffer:
...
3
votes
3answers
162 views
How to Bind Multiple Shapes/Models to One Vertex Buffer?
If I have two Vertex Arrays, one for Square, and one for Triangle; what is the best way to bind them to the VertexBuffer?
What are the patterns used to write multiple vertices to the VertexBuffer? ...
3
votes
1answer
121 views
Per Instance Textures, and Vertex And Pixel Shaders?
How do you implement per instance textures, vertex shaders, and pixel shaders?
Given:
1. Two different model templates in Vertex Buffer, Square & Triangle
2. Instance Buffer with [n] instances of ...
1
vote
1answer
151 views
DirectX / Instance Buffer - How To Use Instance Buffers To Enable Reuse of VertexBuffer Data?
I created a simple Model framework in C++ 11 so that the same model can be rendered in different parts of a scene.
What I am trying to figure out is how to reference VertexBuffer data already "set" ...
1
vote
1answer
109 views
DirectX post-processing pipeline
I'm trying to make a simple post processing pipeline, depicted as follows with 3 effects in this case:
|------| |------| |------|
I ...
0
votes
1answer
67 views
Weird shader compiler error
I am trying to draw a full screen quad without a vertex buffer.
SV_VertexID should do the trick, although I get a weird error in my shader on the following line:
PS_IN VS(uint VertexID : ...
3
votes
1answer
80 views
Depth Stencil buffer mandatory?
If I disable depth and stencil buffering, do I have to create and set the depth stencil buffer?
4
votes
2answers
168 views
D3D/DXGI handle fullscreen transition
I have a D3D11 application, and I want to add proper fullscreen suport.
Now I can let DXGI switch my window to fullscreen for me, and I'm under the impression that DXGI will take care of everything ...
1
vote
1answer
340 views
DX11 application running on Windows XP using only DX9?
I'm developing an application that utilizes DX11. I know that DX11 is only available on Windows 7 (and Vista with SP). I wonder if there is some way to run the application on Windows XP and use only ...
1
vote
0answers
50 views
Does the feature level affect multisampling?
I'm using DirectX 11 with the feature level 9_3 even though my computer could run 11_0, but I want to support older hardware as well.
I'm using CheckMultisampleQualityLevels to check whether multi ...
0
votes
2answers
117 views
HLSL compiler specification (optimizations)
Can I read somewhere about optimizations that HLSL compiler performs?
For example, in some codes I have different variables that get a constant value (just to let myself adjust the shader with other ...
1
vote
1answer
96 views
Is my idea of how to use matrices to layer 2D on top of 3D correct?
I'm new to using matrices, so I'd like some input on whether I've understood the use of them in the context described in the title.
Right now I have a small Direct3D 11-based game engine which ...
0
votes
1answer
67 views
How do I get buffers from another class for CreateBuffer
I believe this is not strictly specific to DirectX but just to pure c++ language problem.
I have a class (simplified):
class A {
public:
ID3D11Buffer* getVBuffer() const {
return ...
1
vote
2answers
158 views
Should the world transformation matrix be stored in a constant buffer when rendering?
Generally when rendering objects you would:
Apply world transformation to go from object space to world space
Apply view transformation to go from world space to camera space
Apply perspective ...
1
vote
1answer
82 views
How can I render primitives to pixel coordinates?
I'll emphasize that I am very new to graphics programming. I've been using XNA up until now and I've been looking for a way to build simple 2D functionality with textured quads. I'm sort of starting ...
2
votes
1answer
75 views
Nine Patch Images in DirectX
In Android development I found nine patch images very useful to draw images that have a fixed border. When the image is scaled the inner part scales, but the border stays at a fixed size.
I was ...
4
votes
1answer
145 views
How do I use threads together with DirectX11?
I have only found the documents on MSDN: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476884(v=vs.85).aspx Although it doesn't say anything about creating them, it mentions that device is ...
1
vote
1answer
151 views
Why can't my .exe find my .fx file?
I'm having a problem with my .fx file in my D3D 11 application.
I can run the application just fine from Visual Studio, but when I run the .exe it fails when trying to load the .fx file.
I've ...
0
votes
1answer
89 views
Running advanced floating point calculations on the GPU?
I want to learn how to use AMD Stream and NVIDIA CUDA (PhysX) to calculate things such as locations. I have not yet found where to get the SDK for these (I can't test the CUDA things because I have a ...
0
votes
0answers
37 views
Transform a Screen Delta
I have a delta in screen coordinates that I want to transform to a 3d delta in world space.
The delta is in this case a movement across the (x,y) coordinates in screen space on the near projection ...
3
votes
1answer
107 views
What happens to a D3D11 application when Windows hibernates?
In D3D9 there was the concept of a "device reset". When a device reset occurred textures created with D3DPOOL_DEFAULT had to be recreated, but textures created with D3DPOOL_MANAGED didn't, because, ...
1
vote
0answers
236 views
VS2012 C++: Unable to ID3D11Device::CreateVertexShader when loading compiled CSO file
I have been trying to get a tutorial Direct X 11 application running for some time now. I'm being stymied when I try to create the vertex shader. Setting the Direct X Debug setting reveals that I am ...
1
vote
0answers
69 views
Direct3d Techniques and Windows 8
Under Windows 8, what is the alternative to this code:
technique11 Light0Tex
{
pass P0
{
...
technique11 Light1Tex
{
pass P0
{
...
And:
Light1Tech = ...
2
votes
1answer
103 views
DirectX11 CreateWICTextureFromMemory Using PNG
I've currently got textures loading using CreateWICTextureFromFile however I'd like a little more control over it, and I'd like to store images in their byte form in a resource loader. Below is just ...
3
votes
1answer
110 views
DirectX Unproject troubles
I have an orthographic projection and I try to unproject a point from screen space.
Following are the view and projection matrices:
var w2 = ScreenWidthInPixels/2;
var h2 = ScreenHeightInPixels/2;
...
4
votes
1answer
142 views
Tessellation Texture Coordinates
Firstly some info - I'm using DirectX 11 , C++ and I'm a fairly good programmer but new to tessellation and not a master graphics programmer.
I'm currently implementing a tessellation system for a ...
4
votes
2answers
158 views
ConsumeStructuredBuffer, what am I doing wrong?
I'm trying to implement the 3rd exercise in chapter 12 of Introduction to 3D Game Programming with DirectX 11, that is:
Implement a Compute Shader to calculate the length of 64 vectors.
Previous ...
1
vote
1answer
91 views
Texture the quad with different parts of texture
I have a 2D quad. Let say it's position is (5,10) and size is (7,11).
I want to texture it with one texture, but using three different parts of it.
I want to texture the part of quad from x = 5 to x ...
3
votes
1answer
115 views
Mapping dynamic buffers in Direct3D11 in Windows Store apps
I'm trying to make instanced geometry in Direct3D11, and the ID3D11DeviceContext1->Map() call is failing with the very helpful error of "Invalid Parameter" when I'm attempting to update the ...
1
vote
3answers
154 views
relationship between the model and the renderer
I tried to build a simple graphics engine, and faced with this problems:
i have a list of models that i need to draw, and object (renderer) that implements IRenderer interface with method ...
1
vote
0answers
235 views
Need help transforming DirectX 9 skybox hlsl shader to DirectX 11
I am in the middle of implementing a skybox to my game. I have been following this tutorial http://rbwhitaker.wikidot.com/skyboxes-2. I am using MonoGame as a framework and in order to support both ...
1
vote
1answer
85 views
Direct2D gamma correction
I'm using direct2d and direct3d together and having an issue with gamma correction. My direct3d backbuffer is using an SRGB format and when I render images from direct2d onto the direct3d surface, ...
4
votes
1answer
108 views
Deferred contexts and inheriting state from the immediate context
I took my first stab at using deferred contexts in DirectX 11 today. Basically, I created my deferred context using CreateDeferredContext() and then drew a simple triangle strip with it.
Early on in ...
5
votes
1answer
261 views
Partial Shader Signatures HLSL D3D11 C++
I had been debugging a problem I was having in a single shader file with 2 functions in it. I'm using DirectX 11, vs_5_0 and ps_5_0. I have stripped it down to its basic components to understand what ...
0
votes
1answer
256 views
Building View Matrix in Direct3D11
Am I doing it right? I converted this.
m_ViewMatrix = XMMatrixLookAtLH(XMLoadFloat3(&m_Position), lookAtVector, upVector);
to this one.
XMVECTOR vz = XMVector3Normalize( lookAtVector - ...
0
votes
0answers
201 views
C++ Directx 11 D3DXVECTOR3 doesn't allow me to devide it [closed]
If i have a simple vector3 like this:
D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos));
It works perfect!
But let's say i wanted to multiply it by:
Speed*(float) timeHandler.GetDelta()
...