The directx10 tag has no wiki summary.
1
vote
0answers
58 views
Rotate Points with Object in world space
I posted this in the original stack overflow then realized that a game-dev specific one exists.
I am working on personal project that requires me to have 4 points surrounding an object (1 at each of ...
0
votes
1answer
101 views
Strange rendering in Direct3D 10 [closed]
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 ...
3
votes
1answer
255 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 ...
9
votes
4answers
492 views
Avoid if statements in DirectX 10 shaders?
I have heard that if statements should be avoid in shaders, because both parts of the statements will be execute, and than the wrong will be dropped (which harms the performance).
It's still a ...
4
votes
2answers
229 views
How do I use D3DXVec3Unproject with D3D11?
I'm having a small issue with D3DXVec3Unproject. I'm currently using Direct3D 11 and not 10, and the signature for this function is:
D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT ...
3
votes
1answer
254 views
Pass large array to pixel shader
I am trying to write a Pixelshader for a curve effect in Direct2d.
A curve effect maps each color channel value to a different value by using a look up table.
For this effect I would need to pass 3 ...
0
votes
3answers
2k views
error X3501: 'main': entrypoint not found
I am trying to learn DX10 by following this tutorial. However, my shader won't compile. Below is the detailed error message.
Build started 9/10/2012 10:22:46 PM.
1>Project ...
0
votes
1answer
182 views
Possible / How to render to multiple back buffers, using one as a shader resource when rendering to the other, and vice versa?
I'm making a game in Direct3D10. For several of my rendering passes, I need to change the behavior of the pass depending on what is already rendered on the back buffer. (For example, I'd like to do ...
10
votes
3answers
699 views
Why are triangle fans not supported in Direct3D 10 or later?
http://msdn.microsoft.com/en-us/library/windows/desktop/bb206271(v=vs.85).aspx
Why? Are there inherent drawbacks to working with triangle fans?
5
votes
1answer
188 views
C++ unmanaged inside winform
First: I am using C# and C++ on windows 7.
I have created a basic rendering engine in c++ with directx 10. It works good as a stand alone application. But, when I sending the Form.Handle of a WinForm ...
-5
votes
1answer
238 views
Where is my memory leak coming from? [closed]
This is a long shot ... but I'm going to paste in my code to see if anyone can figure out where my memory leak is coming from.
It's a lot of code... so I advise you NOT to bother answering this ...
0
votes
2answers
312 views
How do I create a third Person View using DXUTCamera in DX10?
I am creating a 3d flying game and using DXUTCamera for my view.
I can get the camera to take on the characters position, But I would like to view my character in the 3rd person.
Here is my code for ...
0
votes
1answer
173 views
Taking MSAA screenshot using D3DX10SaveTextureToFile()
I have some screenshot code (pasted below) which was working fine until I enabled MSAA. The first time I tried to use this code, it complained that the texture I'm creating needed to match the sample ...
1
vote
0answers
73 views
InputLayout handling
Where are you supposed to store InputLayout?
Suppose i have some basic structure like.
class Mesh
{
List<MeshPart> MeshParts
}
class MeshPart
{
Effect Effect;
VertexBufferBinding ...
6
votes
2answers
962 views
What advantages does DirectX 11 have over DirectX 10?
What advantages does DirectX 11 have over DirectX 10? Most of the new features seemed to be for directcompute from what I can tell, and how much more are you limiting your market by if you use DX11 ...