Tagged Questions
3
votes
1answer
251 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 ...
3
votes
1answer
142 views
DirectX Unproject troubles
I have an orthographic projection and I try to unproject a point from screen space.
Following are the view and projection matrices:
var w2 = ScreenWidthInPixels/2;
var h2 = ScreenHeightInPixels/2;
...
1
vote
1answer
114 views
Direct2D gamma correction
I'm using direct2d and direct3d together and having an issue with gamma correction. My direct3d backbuffer is using an SRGB format and when I render images from direct2d onto the direct3d surface, ...
0
votes
1answer
909 views
SharpDX: best practice for multiple RenderForms?
I have an XNA app, but I really need to add multiple render windows, which XNA doesn't do. I'm looking at SharpDX (both for multi-window support and for DX11 / Metro / many other reasons). I decided ...
3
votes
1answer
775 views
What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a staging resource?
I am trying to read the contents of the depth buffer into main memory so that my CPU side code can do Some Stuff™ with it.
I am attempting to do this by creating a staging resource which can be read ...
2
votes
1answer
898 views
Loading textures with SharpDX in Metro
I have converted my C# game from OpenTK (OpenGL) to SharpDX (DirectX) and have it up and running from Visual Studio 2010. I also have it up and running from Visual Studio 11 in Metro, in the Windows 8 ...
0
votes
1answer
318 views
Determine the stride of a DirectX Texture2D line?
Is there a way to determine, or preferably calculate/predict, the the stride of a line of a DirectX 11 Texture2D resource when using SharpDX?
(E.g. Can we say the stride of a line is always a power ...
2
votes
1answer
898 views
Why can I not map a dynamic texture in D3D?
I am trying to map a Texture2D resource in DirectX11 via SharpDX.
The resource is declared as a ShaderResource, with Dynamic usage and the 'Write' CPU flag specified.
My call however fails with a ...