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1 answer
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A question about SharpDx Colored Cube

Recently I start to study SharpDx, so I am a newbie for it. I try to create a cube which has difference color on each vertex such as the picture below. However, what I created after my coding is ...
tedyage's user avatar
  • 23
0 votes
1 answer
568 views

How can I split my terrain into quads so that each quad would have a renderable vertex/index buffer? (DirectX11, C++)

I am creating a quad tree to store my terrain in chunks and currently have the implementation working to an extent. I am currently starting with a grid of triangle pairs that make squares and ...
user's user avatar
  • 155
0 votes
1 answer
1k views

DX11: Drawing with index buffer not working?

For our student project I've been tinkering with an OBJ-loader in order to import models into our application. It loads without issues, and drawing it kind of works without index (the model is ...
Elias Finoli's user avatar
2 votes
3 answers
1k views

DirectX11 - Texturing Terrain Mesh with Shared Vertices

I'm trying to create and texture a terrain mesh in DirectX11. I've managed to create the mesh itself, but I don't know how I should do the texturing. Let me start by explaining what I'm doing so far: ...
fighting_falcon93's user avatar
1 vote
1 answer
420 views

Direct3D11 Reading from (Static) Index Buffer

Good morning, I have an Indexbuffer created with usage D3D11_USAGE_DEFAULT and CPUAccessFlags 0. Now I want to read data from this buffer regularly (it is a terrain index buffer). But the problem is ...
Joey Muiser's user avatar
0 votes
2 answers
3k views

DirectX11: Drawing multiple objects

How can I draw many different objects on screen at once, with multiple vertex buffers, using DrawIndexed()? (Drawing the same object is simple, and I'm not looking ...
Rashid Ellis's user avatar
3 votes
3 answers
6k views

One index buffer with multiple vertex buffers?

I noticed that there's IASetVertexBuffers() to set multiple vertex buffers at once but there's only IASetIndexBuffer() to set ...
NPS's user avatar
  • 2,334
-2 votes
1 answer
233 views

Does it matter where I initialize Directx11's shader constant buffer?

Should I initialize it before Map() or before `Unmap()? Does it make a difference?
Tomas's user avatar
  • 1
5 votes
1 answer
2k views

Memory allocation strategy for the vertex buffers (DirectX 10/11)

I'm writing a CAD system. I have a 3D scene and there are many different objects (walls, doors, windows and so on). The user can add or delete objects. The question is: How do I keep track of all the ...
Alex's user avatar
  • 51
4 votes
1 answer
1k views

Per-vertex position/normal and per-index texture coordinate

In my game, I have a mesh with a vertex buffer and index buffer up and running. The vertex buffer stores a Vector3 for the position and a Vector2 for the UV coordinate for each vertex. The index ...
jmegaffin's user avatar
  • 4,933