DirectX 11 is the primary graphics API for Microsoft platforms including Windows, Xbox One, and Windows phone.
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1answer
21 views
Direct3D 11. GenerateMips not work
I try use this
D3D11_TEXTURE2D_DESC desc{};
desc.Width = texture->width;
desc.Height = texture->height;
desc.SampleDesc.Count = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc....
0
votes
1answer
36 views
Implementing a glowing effect on 3D objects with Direct3D 11
I'm interested in implementing a glowing effect on some 3D objects. More specifically, I want to make a star that has a sort of halo around it, as it can be seen in the photo:
I've seen on ...
1
vote
1answer
37 views
DirectX shader - how to spread raytracer computation over multiple frames?
I'm playing around making a shadertoy style SDF raytracer in HLSL and to make it run faster on high resolutions (1080p and up) I'd like to spread the computation over multiple frames.
Right now I ...
0
votes
1answer
33 views
Directx 11 How to set Texture2D in constant buffer
I have a texture2D packed within my constant buffer. how do i set the texture using ID3D11DeviceContext::UpdateSubresource or another method?
1
vote
1answer
49 views
Accessing cbuffer values in other functions
I have a shader that is not loading correctly and causing my Vertex Shader object to be a nullptr and Visual Studio is throwing an exception. The specific issue that is occurring is at the following ...
1
vote
1answer
28 views
Passing Matrix to shader
I am learning HLSL and having trouble understanding how to pass matrices into the shaders to be able to perform the necessary operations within the shader to have the position values sent to the ...
0
votes
0answers
11 views
GBAA\ AMD Driver Extensions, Problems
thanks once again for taking the time to read this!
Ill get right to it, I'm trying to implement GBAA(Geometry Buffer AA) without the geometry shader I got the idea from here page 46-51 and the part ...
0
votes
1answer
19 views
DirectX Tessellation Cracks
I have the following simple patch function in DX11, but I keep getting rips, and when I look at the wireframe its clear that adjacent edges are not getting the same tessellation factor. The ...
0
votes
1answer
21 views
Data overwritten in MapSubresource() method
I am trying to dynamically update the vertex buffer in a UWP project using SharpDX, once every time I call the following method, where context is the device context member.
public void ...
1
vote
1answer
44 views
I don't think my shaders are working, looking for help
Using sharpdx(directx 11) developing on UWP.
This is a link to a previous question of not being able to compile the shader files(written in hlsl) How to compile shader files in UWP Later I have found ...
0
votes
1answer
27 views
Questions on camera view and buffer updates
I am quite confused with how the game engine handles camera view in DirectX. I know all the matrix stuffs, but where the projection matrix goes finally seems rarely mentioned.
I looked up in the ...
0
votes
1answer
28 views
How to use dynamic resources with SharpDX by detail?
I've looked through a lot of archives but still cannot figure out how it works.
Taking this overridden one for example.
public DataBox MapSubresource(Buffer resource, MapMode mode, MapFlags flags, out ...
0
votes
0answers
27 views
DX11 - Replacing a texture atlas with a Texture2DArray
I've never posted here before so forgive me if this is inappropriate.
I'm working on a DX11 application that uses a large number of sprites. Currently I am using a "texture atlas" with the sprites ...
0
votes
2answers
62 views
Is it possible with DirectX11 to have pixel shader output an integer rather than float4?
I am trying to implement object picking via a shaders. My intent is to create a texture2d that I would write out ID values describing individual objects.
Following drawing the objects, I would query ...
0
votes
1answer
63 views
Multiple Texture Coordinates Per Vertex (DirectX11)
The models my artists are making in maya have multiple different texture coordinates per vertex depending on what face the vertex happens to be a part of.
Originally, to fix this problem, I ...
0
votes
2answers
38 views
How to interop between DirectX11 in C++ with XAML&C# or should I turn to SharpXD
I'm writing a UWP program and I want to write the general UI in C#. But there would be some graphic demonstrations using DirectX on some SwapChainPanels in the app. I have found less than enough ...
1
vote
1answer
72 views
Rendering one pixel using DirectX11
is it possible to render one pixel using DirectX 11? if its possible how to do it ?
0
votes
1answer
65 views
Skeletal animation using directx 11 [closed]
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 ...
0
votes
1answer
50 views
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 ...
2
votes
1answer
55 views
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'...
3
votes
0answers
63 views
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 ...
0
votes
1answer
27 views
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 ...
0
votes
0answers
34 views
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 ...
1
vote
0answers
26 views
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, ...
0
votes
1answer
30 views
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 ...
0
votes
0answers
46 views
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 ...
0
votes
0answers
37 views
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 ...
0
votes
0answers
60 views
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 ...
1
vote
0answers
46 views
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, ...
0
votes
1answer
27 views
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 ...
1
vote
1answer
39 views
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" ...
-1
votes
2answers
84 views
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 ...
1
vote
1answer
47 views
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 ...
1
vote
1answer
42 views
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 ...
0
votes
1answer
121 views
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 ...
0
votes
1answer
31 views
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 ...
0
votes
1answer
93 views
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 ...
2
votes
2answers
120 views
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 ...
0
votes
1answer
50 views
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 ...
1
vote
1answer
94 views
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 ...
0
votes
2answers
65 views
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....
0
votes
1answer
66 views
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 ...
0
votes
2answers
83 views
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 ...
0
votes
0answers
81 views
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 ...
1
vote
1answer
91 views
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 ...
1
vote
1answer
69 views
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 ...
2
votes
0answers
45 views
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
//************************************************************
//...
1
vote
1answer
51 views
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 ...
0
votes
0answers
50 views
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 ...
5
votes
2answers
93 views
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 ...