4
votes
2answers
811 views

How can I render text above a mesh in DirectX 9?

I want to render some text over a mesh in my DirectX app. It will have a similar application to health bars for units in games, just as text rather than a bar. I'm looking for the simplest way to do ...
2
votes
1answer
583 views

GPU particle system using vertex texture fetch in Direct3D9

I've been reading up on particle systems amongst other stuff and one interesting approach uses rendertargets to store a particle's position, velocity, lifetime, etc. A pretty neat summary is given ...
1
vote
1answer
97 views

Inter Quake Model IQM render Directx9

I'm trying to render an Inter Quake Model(http://lee.fov120.com/iqm/) in DirectX9 that I exported from blender. I want to display animations which IQM supports and my model format does not. The ...
0
votes
1answer
157 views

How can I keep straight alpha during rendering particles?

Rencently,I was trying to save textures of 3D particles so that I can reuse the in 2D rendering.Now I had some problem with alpha channel.Some artist told me I that my textures should have ...
0
votes
1answer
95 views

Calculating other objects based on the transform of another

What I want to do is create my graphics to be independent of the game framework. So basically the graphics won't know anything until it is told where things are. so the thought was that every ...
0
votes
0answers
129 views

DirectX9 dynamic rendering

What I am planning to do is have the models (or maybe just an identifier for the model to be used) stored outside of the directX9 framework, and so in nature have completely dynamic rendering. All ...
0
votes
0answers
342 views

How can I make a 32 bit render target with a 16 bit alpha channel in DirectX?

I want to create a render target that is 32-bit, with 16 bits each for alpha and luminance. The closest surface formats I can find in the DirectX SDK are: D3DFMT_A8L8 // 16-bit using 8 bits each ...