Tagged Questions
1
vote
2answers
113 views
One or multiple VertexBuffers
I'm currently working on a personal project where I'm trying to load the levels and all of the geometry from the game "Medal of Honor Allied Assault" into my own C# code-base based on SharpDX.
I ...
2
votes
1answer
121 views
How do I improve terrain rendering batch counts using DirectX?
We have determined that our terrain rendering system needs some work to minimize the number of batches being transferred to the GPU in order to improve performance. I'm looking for suggestions on how ...
4
votes
1answer
184 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 ...
1
vote
2answers
175 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
3answers
236 views
Event Based Render / Update Loop
I'm working on a few game dev tools which use OpenGL or DirectX to render 3D models (viewing).
Consider your favorite 3D modeling software package (Softimage, Maya, 3DS Max, modo, etc.). Note that ...
3
votes
1answer
115 views
blurry image rendered
I'm using Direct2D to render a PNG image using a ID2D1BitmapRenderTarget and then caling it's GetBitmap() function and rendering the image using ID2D1HwndRenderTarget::DrawBitmap().
Some of the ...
-2
votes
1answer
136 views
Rendering projectiles [closed]
I'm working on a simple game that has the user control a space ship that shoots small circular projectiles. However, I'm not sure how to render these. Right now I know how to make a LPDIREC3DSURFACE ...
7
votes
1answer
456 views
Information about rendering, batches, the graphical card, performance etc. + XNA?
I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes.
When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but ...
1
vote
1answer
195 views
Intercepting DirectX calls and optimizing the overal performance of games
I would like to use a DirectX proxy dll to intercept (and possibly optimize) the graphics calls being made by normal PC games. I am going to "screen cast" a game with ffmpeg or something similar and ...
2
votes
1answer
469 views
What does multisampling skip or improve? (so it can be faster than supersampling)
I never really fully understood this, or found an article which explained all the steps in a friendly way.
I'll start with what I do know already (which I hope do not contain misconceptions). I'm ...
2
votes
2answers
578 views
Multiple render targets and gamma correctness in Direct3D9
Let's say in a deferred renderer when building your G-Buffer you're going to render texture color, normals, depth and whatever else to your multiple render targets at once.
Now if you want to have a ...
2
votes
1answer
774 views
How do I draw 2D textures with Direct3D 11.1?
I'm running into trouble trying to figure out the best way to draw textures to the screen using Directx 11.1 (for Metro apps).
In XNA, I used SpriteBatch. Is there something partially comperable?
In ...
3
votes
2answers
3k views
Mapping a Vertex Buffer in DirectX11
I have a VertexBuffer that I am remapping on a per frame base for a bunch of quads that are constantly updated, sharing the same material\index buffer but have different width/heights. However, ...
2
votes
2answers
652 views
implementing multi pass rendering in a game engine
I have done multi pass rendering before and understand how it works. I did a simple example which rendered a basic scene with shadows. This was all done in one file. Now I am trying to figure out is ...
4
votes
2answers
448 views
Material vs Material Pass
I am trying to figure out the difference between a "Material" and a "Material Pass" (in theory). Is it basically that a Material will have multiple "Material Pass"'es, along with a name. Then the ...
1
vote
1answer
218 views
How do I display same “proportional” text size on different resolutions?
I draw some text on screen using ID3DXFont::DrawText. This text should be displayed the same regardless of screen resolution.
For example, if screen resolution is low, text wrapped and when it is ...
7
votes
4answers
425 views
What types of effects or shaders would you teach in a rendering class? [closed]
I am looking for a list of topics that would be fun to learn and not too complicated to implement with a prototyping tool like FX Composer or Rendermonkey for an intermediate class of real-time ...
1
vote
1answer
258 views
Materials when rendering geometry
When specifying the material (ambient/diffuse/specular) for use in lighting calculations, what level of detail is the material specified at? Per vertex, mesh, bone?
4
votes
3answers
691 views
IDirect3DDevice9Ex and D3DPOOL_MANAGED?
So I wanted to switch to IDirect3DDevice9Ex, purely for the SetFrameLatency function, as fullscreen vsynced D3D seemed to produce noticable input lag.
But then it tells me 'ha ha ha! now you can't ...
3
votes
1answer
697 views
problem with frustum AABB culling in DirectX
I am currently working on a project with a few friends, and I am trying to get frustum culling working. Every single tutorial or article I go to shows that my math is correct and that this should be ...