DirectX 11 is the primary graphics API for Microsoft platforms including Windows, Xbox One, and Windows phone.

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Rendering one pixel using DirectX11

is it possible to render one pixel using DirectX 11? if its possible how to do it ?
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Skeletal animation using directx 11

I tried to find tutorials about skeletal animation or books that talk about subject to implement it, but I couldn't find any tutorials except talking md5 animated files. I would like tutorials that ...
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DirectX 11 Predication(Occlusion culling)

Right now I'm using Predication to cull my BV tree after I first cull it with a few different view frustums, to get different ranges of objects to pass on to other parts of the engine. Life is good it ...
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How do I draw a high-performanced scatter plot

I am new to DirectX and currently I'm trying to use it for data visualization, to be specific, a 3D scatter plot. There are very limited resources on the internet, and I have read part of Frank D Luna'...
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Simulating wind (vertex bending)

Right now I'm using the Crytek vegetation bending technique, vertex colors control how much force is applied to the branches, leafs and trunks. I have it working and it looks nice but I'm just using ...
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Occlusion culling of BV tree nodes behind terrain

So I have a bounding volume tree, almost an octree but not quite. Anyway I'm trying to optimize my drawing, right now I have a few different culling frustums that I use to cull different ranges of ...
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Area Lights in DirectX

So after reading https://www.guerrilla-games.com/read/killzone-shadow-fall-creating-art-tools-for-a-new-generation (a guerilla games presentation on PBR) I noticed the Area lights as opposed to the ...
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Cascade Shadow Map Problems DirectX 11

So after fixing all my lighting and shadow problems that my new terrain system showed me that I had I have an issue with my shadow maps, I have had it since my XNA days but because of my world setup, ...
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DirectX 11 instance mesh performance

Today my question is a about instance mesh performance in DX 11, the way I do my instancing is the standard way I think, its the same way I did it in XNA. To start with each frame(every 2nd) I build ...
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Faster way to do multi texture blending(HLSL, triplanar texturing and overhang mapping)

Right now I'm doing a lot of lerping to blend my textures based on height(under water, mid ground and height ground), normal.y >= 0.0 for the under side of the terrain, fractal blend map for a marble ...
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GPGPU SFX in FullScreen with Compute Shader in Unity?

In various GameEngines, the shader has access to the pixel color of the previous frames. In Unity, I'd like to send all the pixels on the screen to a ComputeShader, process them, and display the ...
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What does RenderingComponent declare?

Developing a Pong game to learn DirectX 11. Does this Sprite/Model class get declared in the RenderingComponent class for a ECS design? Additionally, sprite doesn't make sense for a 3D game but what ...
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how to properly rotate in directX11

I am trying to Rotate a textured quad in directX however I think i am missing something. I am pretty sure it is because i am applying transformations to the WorldMatrix instead of the ObjectWorld, ...
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DirectX 11 deferred shading - not all vertices/faces are visible

im learning deferred shading with this example - http://www.rastertek.com/dx11tut50.html. As this tutorial uses d3dx and d3dx math, i've rewritten it using directxmath, wic/dds texture loader and ...
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Adding mesh's\objects to procedural isosurface terrain

Thanks again for reading! So following on from my last question, I have my fully working isosurface terrain and now its time to add my trees and grass and whatever to the world. The old way I was ...
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IsoSurface Normals\Texture Coords Problems(DX11\SharpDX)

Hi and thanks for your time! So over the past few days I have been playing with isosurface construction from volume textures, I have it running on the cpu and all is well from a "just got it working" ...
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How do .HLSL files work together compared to .FX?

So I have been slowly reading and working through Frank Luna's D3D11 book which uses the .FX file format which uses effects, techniques and passes which I understand now. However I have read online ...
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How do multiple shaders in a DirectX Engine work?

So as I have been learning DirectX 11, I have been looking at a few tutorials online and in the sample code provided there are more than the usual pixel and vertex shaders (along with the geometry ...
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Color Correction in DirectX

After playing games like Star Wars Battlefront & GTA 5 I was wondering how dev's implement Color Correction in their Engines. I know that this can be done through the use of 3D LUT's but I was ...
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Cannot enable 4X MSAA Anti-Aliasing in DirectX 11

I am currently learning how to use DirectX11 but I am unable to use 4X MSAA. Here is my code (Since I'm just learning I haven't used any headers or classes, sorry for the messy code) If anybody can ...
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What compatibility checks should i do while creating Direct3D device, swap chain etc

I've done DirectX apps for 1.5 years now, mainly to teach myself but now i would like to make games for public. So i was wondering would it work for others just leaving the values default ie. swap ...
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After creating DirectX11 Device, enumerating the DXGI Adapters seems to produce invalid results

EDIT: This is part of an upgrade from DirectX10 to DX11. When I create a DirectX 11 device with D3D11CreateDevice(), it chooses a video adapter for me. I access this object like so: // removed ...
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DirectX Performance Issue: Rendering to texture

Brief introduction: I'm programming a game and, till now, I've runned it on my desktop. This morning I decided to try it on my laptop (a i3-4005u with a gt920m) to see cpu/gpu usage and, with my ...
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Why do I get this error about DllMain when using D3D from within a DLL?

I am trying to create a Dll that will handle all my rendering, I am trying to initialize Direct X but I am getting the following error message: DXGI ERROR: CreateDXGIFactory cannot be called from ...
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DX11 swap chain is 1 frame behind when presenting to screen and using multisampling

After adding multisampling to a DirectX 11 project, I noticed that the screen was no longer updating when calling IDXGISwapChain ::Present. Further testing showed that it was in fact updating the ...
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DX11 Clear Issue, Irregular pattern

So far I've put together a bare minimum of a DirectX 11 application. All it does is clear the window to a random shade of red. const FLOAT clearColor[4] = { rand() / (float) RAND_MAX, 0.0F, 0.0F, 1....
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How to solve this rendering issue using Unity 3d?

I recently face rendering issue using Unity 5. I transfer the application from Oculus platform to Android platform. But I do not know how to solve this rendering issue. 1) There is some delay when ...
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DX11 Handle Device removed

I get the DXGI_ERROR_DEVICE_REMOVED error on some machines. According to this (https://msdn.microsoft.com/en-us/windows/uwp/gaming/handling-device-lost-scenarios) MSDN article this can happen and it ...
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How to copy FrontBuffer to BackBuffer in DirectX11

I want to render the surface base on the the last surface. So I try to copy FrontBuffer to BackBuffer, but not work: //Get the BackBuffer(it will be FrontBuffer after SwapChain swapped the BackBuffer ...
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How to Copy the Contents of a DirectX Stream-Output Buffer to a Vertex Buffer?

I'm writing a very simple particle system in DirectX using the SharpDX wrapper. I use a constant buffer to pass a delta time to the vertex shader, which updates the position of the particles by simply ...
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DirecX 11 R8G8B8 24bit format without alpha channel?

This is maybe a stupid question but I can't seem to find texture format for simple 24bit R8G8B8? There is only 32bit R8G8B8A8, but some of my textures don't have alpha channel. Is there any way to do ...
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Using a DirectX Vertex Shader to Modify the Vertex Data in VRAM?

I'm working on a GPU-side particle system in DirectX 11 where the vertex shader uses a vector field encoded into the color channels of a texture to modify the positions of the vertices before drawing ...
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Problem Rendering a Wireframe Cube and Grid with DirectX 11

I am trying to draw a 3D Wireframe (just the lines that connect each vertex) Cube and a 10x10 grid with D3D11. So far, this is my code //************************************************************ //...
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Texture mapping artifacts on certain surfaces

I am currently working on a 3d game engine, but am complete stumped on a problem involving texture rendering. Here is the rundown. My game engine renders meshes of the OBJ wavefront type. I have ...
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Unity / How do I change the color of the “Screen” based on the Object's depth's (as a Screen Effect)?

Yesterday I asked and solved my problem: Unity / How do I change the color of an object based on its depth? Today I tried to change the script(from yesterday) and apply it to the camera and it did ...
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Texture coordinates do not map correctly in Direct3D11 game engine

I beg your pardon if this question has been already answered elsewhere or if this is the wrong site, but I have a serious issue with rendering textures with Direct3D 11. Using Cinema 4D R17, I ...
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How to render more than one object in OpenGL or DirectX 11/12

https://www.youtube.com/watch?v=1ogg4ZfdBqU I am new to OpenGL, but I have similar objective as you can see in the video. Can we have one shader for all objects? Is there any sample in OpenGL? Any ...
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How to create a texture2d from an array of pixels in DirectX11

I currently have a ray-casting camera that holds an array of pixel colors (XMFLOAT4 color) that is 1024x768. I am trying to create a Texture2D in DirectX11 that is also 1024x768 and simply copy over ...
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Flicker when drawing multiple shapes over image based texture

I'm rendering video frames with multiple color filled shapes over it using SharpDx and D3D11. Rendering seems to be fine when just rendering the video frame and is as expected. Now if i draw a ...
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How to write array of rgba to RenderTarget as a bitmap?

I have data in rgba format that I want to display as an image in my OnRender() method. I would like to do something similar to this: // initial data int [][] rgba; ...
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HLSL SetVertexShader Texture2DArray Sample

I want to do some texture samples in the vertex shader, but it seems this cannot be done in the same was as when using the Pixel shader. The code is basically.. Texture2DArray gTexture; VS() { ...
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How does zooming in affect collision detection?

So i'm pretty new to DirectX, currently going through some tutorials to get an understanding of it. Now that i'm getting a small grasp on graphics programming, im just wondering how simple AABB ...
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DX11 Camera not working properly

I'm currently trying to implement a ArcBall Camera which should fly around a given XMFLOAT3 position stored in a cb with a spezified distance to the position. I used the code from Allen Sherrod for ...
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Centering the skydome around the camera

I'm using the DirectXtk to create a sphere, that's hopefully to be a sky dome. Now I set the world matrix to CommonStates states(m_Graphics.getDevice()); m_Graphics.getContext()->...
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rendering a terrain

I'm trying to render a terrain using directx 11 and applying a heightmap to it. I load the heightmap then I copy it to a integer vector, then for each vertex position I assign the Y position of that ...
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Calculating light in tangent space

Just a simple question. To do lighting in tangent space, just take the transpose of the TBN basis Matrix and multiply that against the light direction. Is that right? Here is my code float3 normalT ...
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DX11 CreateTexture2D

When i want to load texture i can either call CreateTexture2D without passing pointer to texture content passing Default usage and call UpdateSubResource or CreateTexture2D with pointer to texture ...
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Is object space the same as local space?

I was in directx 11 and was wondering is local space the same as object space and if not, what is object space?
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Quad not rendered correctly after window resize

I have a orthographic camera. With the help of this camera i'm able to render a quad onto the screen using screen-cordinates. Using the camera i perform the zoom in/out on specific mouse position ...
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Refraction and transparency?

I need to do some refraction in a sphere. Do I need to make the object transparent first? Or just use refraction(refract) in HLSL DirectX?