DirectX is a set of multimedia APIs from Microsoft aimed primarily at game developers. Popular APIs within the DirectX collection include Direct3D, XInput, and XAudio.
2
votes
0answers
48 views
Geometry shaders on Surface RT
Can anyone tell me if geometry shaders are supported on the Microsoft Surface RT? On one hand, MSDN makes it sound like the Surface RT supports only feature level 9_1, and geometry shaders are only ...
0
votes
0answers
85 views
Game Institute courses - DirectX version used?
Which DirectX version is being covered in their game programming course? Anyone who has been through these courses can please tell me? I've tried contacting them but it's been days and they haven't ...
0
votes
0answers
35 views
How can I render multiple windows with DirectX 9 in C++?
I'm trying to render multiple windows, using DirectX 9 and swap chains, but even though I create 2 windows, I only see the first one that I've created. My RendererDX9 header is this:
#include ...
2
votes
2answers
137 views
Why does matrix multiplication lead to different result if it's done on CPU, compared to GPU(shader)?
If I'm calculating a "camera space" on the CPU, by multiplying the view with the projection matrix on the CPU , and afterwards multiplying the world to the result my vertices do not pass to the pixel ...
3
votes
1answer
123 views
Matrix in constant buffer on the GPU contains NaNs but not on the CPU
I've got a shader with the following constant buffer:
cbuffer ShaderParameters
{
matrix inverseViewProjectionMatrix;
float4 cameraPosition;
};
When using Visual Studio 2012's graphic ...
1
vote
0answers
50 views
Converting Animation data from Maya to DirectX in C++
I am currently trying to export an animation from Maya and import to a program I am working on. One of the problems I currently have is that when imported, the mesh and animation data looks reversed ...
7
votes
1answer
127 views
Managing graphic state and components?
I often tend to do a lot of premature optimazation when dealing with graphics. There are a few principles I always try to follow:
Keep the number of D3D components to a minimum. (Render states, ...
4
votes
1answer
126 views
What happens to data between vertex shader and pixel shader?
Short version: What can happen to the output of a vertex shader that leads to no(or very few) pixels being drawn, especially in relation to a perspective matrix.
Long version:
My problem refers to ...
3
votes
1answer
186 views
creating a UI menu in c++
Im currently working on a 2D Game where the users can interact with specific nodes and are able to edit certain bits of information and I also plan for the users to be able to click buttons to set ...
0
votes
1answer
75 views
Strange rendering in Direct3D 10
I'm writing an application which renders graphics on the screen. The application can switch between Direct3D9 and Direct3D10 graphics modules (I wrote DLLs that wrap both D3D9 and D3D10). When trying ...
4
votes
1answer
137 views
Applying an outline effect to primitives
I am trying to draw an outline on a collection of quads in Direct3D. I have three intersecting quads on the same plane in the following configuration:
(The different colors here are just to ...
3
votes
1answer
104 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 ...
2
votes
1answer
54 views
How to debug Direct3D resource leak?
When I close my application, I get the following errors in the Direct3D Debug output:
Direct3D9: (INFO) :MemFini!
Direct3D9: (ERROR) :Memory still allocated! Alloc count = 20
Direct3D9: (ERROR) ...
-2
votes
0answers
65 views
I have two different vc++ solutions, how do I integrate them together? [closed]
I started programming directX and c++
I referred tutorials at rastertek.com
So how to combine two or more codes and display thing together?
2
votes
2answers
57 views
How to correctly check for HW T&L on Direct3D?
In theory, to check for HW T&L in Direct3D, one calls IDirect3D9::GetDeviceCaps and checks for the HWTRANSFORMANDLIGHT flag to be set in the returned structed.
However, the documentation states:
...
1
vote
1answer
91 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
0answers
26 views
FillOpacityMask() not working
I'm attempting to use a Direct2D feature called an opacity mask where the alpha values from one PNG image are used to determine the transparency of another image:
...
0
votes
0answers
76 views
rendering minimap from large bitmap
I'm trying to create a minimap for my game but am having an issue.
I'm using Direct2D as the graphics API and have a ID2D1Bitmap* which contains the pixel data for the loaded area of the world.
I'd ...
4
votes
4answers
342 views
Why do most game devs prefer OGL for OS X and D3D for Windows? [closed]
Today I decided to check what Diablo 3 developers used to do graphics: OpenGL or Direct3D? My mind was completely blown: For Windows, they've used D3D and for OS X they've used OGL.
I did some ...
1
vote
1answer
58 views
Specular Maps, understanding cryengine hints
i am reading the cryengine documentation, but i don't understand the following hint. Is there any reference to know the logic behind it?
"Create proper specular maps for the objects, and then store ...
1
vote
0answers
61 views
DirectX Effects Framework alternative
Now that the DirectX Effects framework has been axed, are there any other similar frameworks out there ? I now there's Nvidia CGFX, but does that work with the latest DirectX versions ? I'd rather not ...
0
votes
1answer
71 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 ...
1
vote
2answers
88 views
Tile-based game with DirectX - issues with transparency and StretchRect
In my current project I have a class which loads a map file and then it should load all associated tilesets (no transparent tiles - I used to work with magenta as a colorkey) and precreate a surface ...
0
votes
2answers
110 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
vote
1answer
32 views
How can I get a pointer to ID3DX11EffectShaderVariable from ID3DX11Effect
I'm using the DirectX Effects framework and I want to create an input layout automatically when compiling an effect. I've tried to call ID3DX11Effect->GetVariableByName() with the shader's name, to ...
1
vote
1answer
107 views
2D Matrix Transformation (with a Player and Ground)
I have a simple game that I'm trying to do for learning purposes, but Matrices are a bit hard, especially in DirectX.
I currently have a tilesystem that renders tiles at the screen and a character ...
-1
votes
1answer
68 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 ...
-2
votes
1answer
210 views
How can I switch between DirectX and OpenGL renderer in my engine?
I am currently developing my engine with DirectX, but I want to make it cross-platform in the future, using OpenGL.
How can I check which platform my engine is running on?
And can I use an if ...
0
votes
1answer
104 views
Making a point light follow the camera
I'm applying phong shading onto a single giant triangle, and I'd like the light's coordinates to coincide with the camera's coordinates in 3D space. In order to do this, whenever I update the camera's ...
3
votes
3answers
148 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
107 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
139 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
97 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
64 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 : ...
5
votes
1answer
157 views
What are the rest of the blending functions used for?
In general, I know of five ways to make use of blending functions (these are for OpenGL, but replace glBlendFunc() with SetRenderState(D3DRS_SRCBLEND) and SetRenderState(D3DRS_DESTBLEND) for DirectX):
...
4
votes
2answers
147 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 ...
2
votes
0answers
165 views
2D Line drawing with Pixel Shaders
Recently I asked a question, what is the fastest way to render 2D lines using DirectX, and one of the answers mentioned this paper on Fast Prefiltered Lines which uses Pixel Shaders to accomplish ...
1
vote
0answers
49 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
1answer
270 views
Will DirectX 10.1 graphics card work with DirectX 11?
I just started learning DirectX, but I have a problem with its version. I have ATI Radeon HD 4830, this card supports only DirectX 10.1, but when I ran dxdiag it said that I have DirectX 11, then I ...
1
vote
0answers
23 views
resizing directx control so that more of my object's environment is visible
I'm very new in 3D. I have a DirectX control which I want to be able to resize. A 3D object is shown in the control. On resize, I would like that object to stay the same size, only more of its ...
1
vote
2answers
275 views
OpenGL vs DirectX difference from Graphics card perspective?
I want to know the difference in purely hardware level if there is any. For example the most simple question: Is there a chip for DirectX and another chip for OpenGL? What do hardware producers do to ...
1
vote
1answer
112 views
How slow is generating a new Vertex Buffer?
I am currently working on a project that does 2D sprite-like graphics on Windows 8 (Metro-style app). For that purpose I am using Direct3D with quads to act as sprites.
My problem is that it get's ...
0
votes
0answers
50 views
AdaptiveTessellationCS40 DXSDK sample issue
I'm trying to implement adaptive tessellation on pre-DX11 hardware. As a start I played a little with AdaptiveTessellationCS40 sample from DirectX SDK. Instead of .obj mesh I put a simple surface ...
2
votes
1answer
47 views
Direct3D shader compilation fails with constant buffers
I've been particularly annoyed by a 'bug' for a couple days involving D3DCompile and vertex shaders with constant buffers. I'm assuming the bug is my fault (missing flag or small nuance of the poorly ...
8
votes
1answer
216 views
Curious Transparent Holes Render Artifact
So I'm trying to implement "smooth" terrain in my block engine by giving each surface block a heightmap.
Basically, what I do to generate these "heightmaps" for each block is I generate the heights ...
0
votes
1answer
118 views
DirectX9 fullscreen, render immediately?
Is it possible, somehow to avoid the single frame of black that appears before a DirectX9 window is displayed in fullscreen? My code looks like this.
INT WINAPI wWinMain( HINSTANCE hInst, ...
0
votes
2answers
176 views
Is it viable to wrap D3D to change its API style?
I have an interest in developing games professionally and have started learning DirectX 11 to that end.
I come from a Java background, but with the recent changes introduced with C++11, I've come to ...
2
votes
1answer
69 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 ...
0
votes
4answers
575 views
At this point in time, avoid XNA? [closed]
XNA seemed like a valid option a few years ago, but XNA was never a real success, and now it seems like a footnote, even Microsoft seems to treat it that way.
Should I just go the DirectX route ...
1
vote
2answers
86 views
Diffuse light direction
I'm learning a tutorial from Rastertek about diffuse light with DX 11, here's the shader code:
float4 LightPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float3 ...