DirectX 11 is the latest release of Microsoft's collection of APIs which contain features to aid in game development.
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Additive blend, DIRECTX [duplicate]
http://i.stack.imgur.com/7MjdK.jpg
Glowing white and not disappearing in the fog, why? Im using a additive blend in directx 11 blending with omsetblendstate. I have fog in the scene, it is not the ...
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21 views
Why doesn't this additive blend code work? [on hold]
http://i.stack.imgur.com/7MjdK.jpg
Glowing white and not disappearing in the fog, why?
My code:
for(UINT p = 0; p < techDesc.Passes; ++p)
{
...
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1answer
13 views
Scrambled vertices/InputLayout
There's more than a screen-full of code to specify the actual vertex data, the inputlayout, and the shader signature... then it does whatever it wants, anyway.
I can "cause it to rearrange them", ...
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1answer
16 views
Loading ARGB in Directx 11
const D3D11_INPUT_ELEMENT_DESC InputLayoutDesc::Basic32[3] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, ...
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0answers
24 views
Blending two images with Directx 11
I want to blend two images. I have a brick wall and I want to subtract a grey scale.
I do not want to do this in the pixel shader.
This is what I want in the picture.
My blend code is:
...
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1answer
32 views
Render to Texture Using Multisampling
I have a DirectX11 application, which has multisampling / anti-aliasing enabled. However, I want to add an effect that requires a render-to-texture step. When I add this extra step, I lose all ...
3
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2answers
211 views
How to Enable NVIDIA Ambient Occlusion in my Game
I have a DirectX11 based game, and I want to enable NVIDIA's built in Ambient Occlusion (that is shown in the NVIDIA control panel, but it grayed out for my application). Is that possible? Or do I ...
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1answer
52 views
Are these functions and parameters used in DirectX 11.2? [closed]
Functions and parameters like WINAPI, hPrevInstance, hInstance , PSTR etc are used in DirectX 11.2?
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23 views
Loading skinned mesh - initially rotated bones, how to set the weights?
I have an mesh that I've exported from 3ds max to my own file format.
I use the left-handed coordinate system with Y up and the orientation is expressed as quaternions (both for models and bones). ...
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0answers
13 views
C++ - Error X3501 Main Entrypoint Not Found [duplicate]
I was developing my DirectX 11 app, but when I wanted to add a function to draw a triangle, I get this error from compiler.
Error X3501 Main Entrypoint Not Found
This is how my main .cpp looks ...
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3answers
56 views
How can I track down outstanding references to a D3D swap chain?
On direct3d_11.1 initialisation the swapchain is resized to the desired proportions but after the getting the backbuffer it isn't released. I check the return value and check its address which doesn't ...
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48 views
DirectX Compute shader (HLSL) makes texture black
Hello this is my first question on this forum :)
When using compute shader in directx to change the color to blue the texture only gets black.
I really don't understand what the problem could be and I ...
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1answer
48 views
How to merge 2 textures into single SRV
I have 2 textures in 2 different ShaderResourceViews. What's the fastest/least expensive way to merge them into one? I would use CopySubresourceRegion but copying a texture is quite a bit expensive. ...
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2answers
133 views
Elegant ways to handle rendering with DirectX 11
I'm looking for a design pattern that's going to help me to elegantly handle the rendering of my game objects.
Lots of game development guides talk about how to handle the game objects themselves, ...
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0answers
19 views
alpha blending rendering black
I'm using blending in my game here is my blending equation:
D3D11_BLEND_DESC blendStateDescription;
ZeroMemory(&blendStateDescription, sizeof(D3D11_BLEND_DESC));
...
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1answer
45 views
Can I use my directx 9 code to visual studio 2013 that already has directx11? [closed]
I am facing problem with my directtx 9 code?
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1answer
36 views
Resizing D3D Buffers within a frame
I have a particle system. So far it worked like this: I have a dynamic vertex buffer for a system, which is created with a size that can hold for example 100 000 particles. I map/unmap this and write ...
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1answer
34 views
Binding an Instance Matrix with an InputLayout
If I want to bind an instance matrix to a vertex shader, how do I go about it?
For example, here is a super-simple VS input:
struct VS_IN {
float4 Position : POSITION;
row_major float4x4 ...
1
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1answer
35 views
Mix multisample and non multisample rendering in Directx11
is there a way to mix multisample and non multisample rendering in Directx11?
It seems that when I create a multisampled render target I always get a multisampled rendering, regardless of the value of ...
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1answer
42 views
Sharpdx DirectX11 MapSubresource is failing trying to map a staging texture
I'm trying to render to a texture and then pull the image data out. I've created one texture as a render target and another as a staging texture. After rendering to the render target, I use ...
1
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0answers
53 views
DirectX 11 GenerateMips only works with premultiplied alpha?
The GenerateMips method in the ID3D11DeviceContext allows generation of mipmaps at runtime, which is fine for fully opaque textures. However, when this method is used with transparent textures that do ...
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1answer
152 views
D3D11/C++ Inaccuracies in uv interpolation in pixel shader. How to avoid?
I'm trying to draw a quad with a texture onto the screen such that texels and pixels perfectly align. Sounds pretty easy. I draw 2 triangles (as TRIANGLE_LIST, so 6 vertices) using these shaders:
...
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1answer
32 views
DirectX 10 - dimension of vertices passed to vertex shader
I'm trying to learn DirectX programming.
Looking at different tutorials there is something about vertices that I find a bit confusing.
I know that DirectX uses vertices with four elements (x, y, z, ...
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0answers
89 views
DirectX Rendering to a texture
I'm trying to implement a rendering to a texture but without success. I've created a class that will(should) take care about all these stuff:
class TextureRenderer
{
public:
TextureRenderer() = ...
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1answer
44 views
How is this particular HLSL condition treated with respect to compile- or run-time evaluation?
Let's say I have this very simple pixel shader (cbuffers and other stuff omitted)
float4 PS(VertexOut pin, uniform bool useLighting) : SV_Target {
float4 retColor = gDiffuseMap.Sample( sampler0, ...
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1answer
55 views
How to disable depth buffer in Directx11
For now i know what i must use OMSetDepthStencilState. In the beginning i must create two states and change them every time i need another. For now i have this and it doesn't work, i.e. objects ...
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119 views
HLSL 5.0 assembly shows tons of ieq / add / or instructions for array indexing in loop
First of all, I have to apologize for the long code samples, but their content is not so important. Besides they are really simple and I tried to comment as much as possible.
I'm working on a pixel ...
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1answer
59 views
Can state setting warnings be ignored?
If I am running DirectX 11 in debug mode (D3D11_CREATE_DEVICE_DEBUG), I am constantly getting these warnings:
D3D11 WARNING: ID3D11DeviceContext::OMSetRenderTargets: Resource being set to OM ...
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0answers
75 views
Picture got distorted after has been moved to Directx11
I have moved app from Directx9 into Directx11.
After this upgrade strange thing happened with my world. Objects get skewed and became 2D, also they are clipped in unexpected places.
Two arrows at ...
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2answers
68 views
How to change render states only when necessary?
Earlier, I have been setting render states (shaders, shader resources, etc.) without checking if it is really necessary. Maybe they had been bound earlier and I could use them without setting them ...
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1answer
119 views
Directx: HLSL Texture based height map. (Shader 5.0)
I'm trying to implement a GPU based height map the simplest (and fastest) way that I know how. I passed a (.png, D3DX11CreateShaderResourceViewFromFile()) texture into the shader, and I'm attempting ...
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1answer
73 views
How to diagnose the problem when the input assembler and the vertex shader look correrct, but the Output Merger is wrong? [closed]
I'm porting some OpenGL code to Direct X 11. I ended up with nothing being drawn on the screen. I reverted to a simple program, which I am writing about here.
I'm now trying to use the Graphics ...
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1answer
92 views
Compiling a shader with fxc results in invalid ps_5_0 output semantic 'COLOR0'
I'm attempting to compile a shader at the command prompt. What am I doing wrong that would make it generate this error?
fxc /Od /Zi /T ps_5_0 /E "ps_main" /Fo "basic.pso" "basic.ps"
Here is the ...
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1answer
81 views
Specular light flickering with high specular power
I'm having some issues with specular lights, to be more specific, the specular color seems to be flickering when I set high power, like 512 (I set the specular color to green, so you can see better):
...
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1answer
57 views
Making a parenting system
Each Entity can have one parent and any number of children. They have a position vector and a quaternion orientation.
I know that I can make objects look like they're in a hierarchy by multiplying ...
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1answer
46 views
Normal Mapped Models Render with render target background color acting as transparency and lighting Problem [closed]
SOLVED. See my comment below.
Originally I noticed some sort of transparency when rendering in Direct3D 11. I noticed it was worse once I changed my background color to something other than black. ...
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93 views
Trying to bounce a box with a plane using bullet physics
I'm trying to simulate a box that bounces with a plane and I'm beginner with bullet physics. I created a plane (box) and and a box that is falling. The problem is the ball is stalled while colliding ...
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0answers
107 views
Update DirectX 11 Texture Created in Unity Asynchronously in the Native (c++) Plugin
Sorry for the long question :D
tl;dr version :) Is it possible to update DirectX 11 textures created in Unity asynchronously in a native plugin (C++)?
I've written a plugin that retrieves data from ...
1
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0answers
80 views
Geometry shader: Dynamic output?
I'm currently using a geometry shader to generate grass blades out of single root points that are layed out in a grid. For each root point, I generate a grass blade with, right now, a constant number ...
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0answers
325 views
Automatic gamma correction on DX11
Trying to figure out how to get automatic gamma correction on DX11. I'm using deferred shading. I'm not exactly sure exactly which textures needs to be in the SRGB format.
Here's my guess:
The ...
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1answer
73 views
My texture blends into one single color (DirectX11)
First thread on gamedev stackexchange. I am currently creating a cube with a single texture on each side. I got my cube up and running. But when I apply my texture, I get this:
It blends the ...
2
votes
1answer
73 views
HLSL compiled code
I've been using RenderDoc for debugging my shaders, and one thing that struck me as odd is that sometimes, after stepping through the debugger, I notice some vector attributes are interchanged, for ...
1
vote
1answer
61 views
CopySubresourceRegion results in no-op
I'm having some trouble copying a subregion from a source texture (2D) to a destination texture.
Both textures are mipmapped 2D textures, with dimensions (at mip 0) of 512 x 32.
Rather than tell you ...
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1answer
176 views
SSAO all jagged
So I've been working on SSAO for awhile, and I thought I had it right, untill I loaded up the sponza scene that accompanied the SAO technique I'm implementing ...
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0answers
75 views
How to Render to Texture using DirectXTex
I can display a textured quad by using D3D11 & DirectXTex's ScratchImage and CreateShaderResourceView. How would I be able to render this texture to another one similarly created? I know that I ...
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1answer
107 views
Fullscreen triangle pass and texcoords
So I have a fullscreen triangle shader like this:
#ifndef FULLSCREEN_TRIANGLE_VERTEX_HLSL
#define FULLSCREEN_TRIANGLE_VERTEX_HLSL
// Variation on Timothy Lottes FXAA vertex shader, for CCW frontface
...
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1answer
240 views
How to render a vertex buffer in DirectX11 C++ (specifically with box2d's b2Draw)
I have all the DirectX11 devices etc setup and working with DirectXTK's SpriteBatch and currently attempting to implement a b2Draw class to draw my box2d physics worlds.
I have little idea on how to ...
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1answer
253 views
How does Direct3D know if a constant buffer is for the vertex or pixel shader?
I have a question about constant buffers in directX 11. They really confuse me and after searching on google most sites simply supply sample code without explaining how it works. I am probably ...
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1answer
184 views
Animation, Interpolation, & Structure
I have been working on animation in my small game engine recently and I am implementing some interpolation to be used with skeletal animations. I know how to do interpolation but I am not sure where ...
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143 views
mouse-controlled third person camera
I have a simple camera that always stays a set distance behind and above the player. Mouse-on-screen coordinates are used to do Pitch and Yaw, and the keyboard is used to roll. I get how to position ...