DirectX 11 is the latest release of Microsoft's collection of APIs which contain features to aid in game development.
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Reversing animated sprites
I have created a sprite sheet of which consists of 6 frames with a character moving legs each frame, now I have coded it so that the animation is running successfully from frame 1 to 6, however I am ...
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0answers
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Why isn't one of the constant buffers being loaded inside the shader?
I however got the model to load under tessellation; only problem is that one of the constant buffers aren't actually updating the shader's tessellation factor inside the hullshader.
I created a ...
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1answer
23 views
An issue with tessellation a model with DirectX11
I took the hardware tessellation tutorial from Rastertek and implemended texturing instead of color. This is great, so I wanted to implemended the same techique to a model inside my game editor and I ...
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1answer
81 views
First Person Camera strafing at angle
I have a simple camera class working in directx 11 allowing moving forward and rotating left and right. I'm trying to implement strafing into it but having some problems.
The strafing works when ...
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1answer
69 views
Resource management
I've come across a strange thing in DirectX 11:
I'm trying to implement large scale volume visualization engine.
My approach is like this:
if the volume is HUGE (could not fit to GPU memory ...
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votes
1answer
62 views
Compute Shader Memory Sharing
Ok guys I have had some pretty good success on this site but I feel that this is a pretty complex question.
I am trying to do tile based deferred lighting using DirectX 11 and the compute shader. ...
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0answers
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1:1 mapping of texels to pixels with DX11 and multisampling and linear interpolation
Is it possible to get a 1:1 mapping of texels to pixels on a multisampled target in DX 11 with interpolation? It seems to me that the texture coordinate used in the shader is always one of the ...
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votes
3answers
136 views
Working With D3D11/OpenGL Shader Reflection
I've been working in my off-time to do some system design for a game engine as a fun and challenging project, and i've hit a bit of a wall. I've made an interface which is a renderer that i try to ...
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80 views
Storing few values in an int - small gain
This might be a bit hard-to-answer question, but... I had a DirectX::XMFLOAT3 as a vertex attribute. I have changed it to just an int by placing the 3 floats into int (using only 8 bits per float). In ...
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2answers
135 views
SharpDx how to detect if Mouse Button is pressed?
I'm wondering how it's possible to detect if a mousebutton is pressed or released.
var di = new DirectInput();
_mouse = new Mouse(di);
_mouse.Acquire();
_mouseState = _mouse.GetCurrentState()
All I ...
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vote
3answers
142 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 one index buffer. So I assume that I can simultaneously only have one ...
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1answer
120 views
Can I change vertex buffer's size?
Maybe it's a stupid question but I actually don't know - is it possible to change vertex buffer's size after it's been already created (with CreateBuffer())? If so, how do I update its data (with both ...
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1answer
57 views
D3D11 Deferred Context CommandList Reset
a rather quick question, I am starting on implementing rendering with deferred context into my game engine, and came across a heavy memory leak when recording command lists on my deferred contexts. ...
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2answers
72 views
Unused constant buffers in shaders
If you define a constant buffer in a shader, for example
cbuffer test : register(c2)
{
float4x4 data;
}
But never actually use the data in the shader, does that incur any runtime cost at all?
...
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1answer
27 views
How can I check the shader model capabilities of an adapter?
I'm writing an application that targets Direct3D11 (through SlimDX) and shader model 5.
When I'm running it on a system that doesn't have SM5 capable hardware, I will get a NullReferenceException ...