9
votes
4answers
496 views

Avoid if statements in DirectX 10 shaders?

I have heard that if statements should be avoid in shaders, because both parts of the statements will be execute, and than the wrong will be dropped (which harms the performance). It's still a ...
4
votes
2answers
230 views

How do I use D3DXVec3Unproject with D3D11?

I'm having a small issue with D3DXVec3Unproject. I'm currently using Direct3D 11 and not 10, and the signature for this function is: D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT ...
5
votes
1answer
189 views

C++ unmanaged inside winform

First: I am using C# and C++ on windows 7. I have created a basic rendering engine in c++ with directx 10. It works good as a stand alone application. But, when I sending the Form.Handle of a WinForm ...
-5
votes
1answer
243 views

Where is my memory leak coming from? [closed]

This is a long shot ... but I'm going to paste in my code to see if anyone can figure out where my memory leak is coming from. It's a lot of code... so I advise you NOT to bother answering this ...
0
votes
2answers
313 views

How do I create a third Person View using DXUTCamera in DX10?

I am creating a 3d flying game and using DXUTCamera for my view. I can get the camera to take on the characters position, But I would like to view my character in the 3rd person. Here is my code for ...
3
votes
2answers
774 views

How to fix issue with my 3D first person camera? [closed]

My camera moves and rotates, but relative to the worlds origin, instead of the players. I am having difficulty rotating the camera and then translating the camera in the direction relative to the ...
3
votes
1answer
484 views

Write depth buffer to texture

I need to read depth buffer from GPU and write it to texture. How this can be done? Here is how texture for depth buffer is created: depthBufferDesc.Width = screenWidth; depthBufferDesc.Height = ...
2
votes
1answer
135 views

Multiple passes in direct3d10

I begin to learning direct3d10 and stuck with multiple passes. As input I have a triangle(that stored in vb/ib) and effect file: //some vertex shader and globals goes there. skip them to preserve ...
0
votes
1answer
129 views

rendering issue: depth buffering + blending: how do they work together?

This image describes the problem I'm having: http://i42.tinypic.com/282kzlf.jpg What you are seeing consists of two images: Image A(with the alien-concept art thingy), depth value .98, the white ...
1
vote
1answer
373 views

what is the absolute simplest way to add physics to a simple 3D game

This physics does not have to be very complex at all. There are a number of rectangles and one ball, all of which have the appropriate bounding volumes constrained to them, it would be great if the ...
2
votes
3answers
756 views

simplest way of making a sphere roll in a realistic way

rather than just moving a sphere across a plane, I want to make it roll like a ball. What is the simplest way of doing this? I assume it will have something to do with the circumference of the ball ...
1
vote
1answer
168 views

How can I profile and debug my usage of D3D10?

I've been working on D3D 10 for about 6 months and I have accumulated a basic framework. The thing is I get frame rate spikes. Even when I have a simple cube on the screen each side with its own ...
1
vote
1answer
461 views

How can I extend this graphics code to draw more vectors of vertices?

I want to include the drawing of other vectors of vertices in the following code, in a number of places it seems easy enough to simply add or multiply size()s of the two vectors, for instance in the ...
0
votes
1answer
103 views

vector.size() instead of literal type breaking my draw code

I'm writing a simple class to draw all the debugging lines I have in my scene at once. The code in the draw loop is this so far: (If I put for example, 2 instead of temporary2DVerts.size() where I ...
0
votes
1answer
280 views

D3DXVec3Project returns odd values

I would have thought that if the object is on-screen that this function should return screen coordinates. When used in conjunction with the directX draw text function, it works fine. Textual overlays ...
1
vote
1answer
230 views

screen coordinate not working with pixel values

I have a very simple effect file shown below. I am using this to draw 2D lines, however it is not behaving how I expected and I can't seem to get my head round why. If I draw a line that goes from ...
0
votes
2answers
183 views

Are my lines instanced?

I have a class which "collects" line mesh transformations throughout the update and then draws them in one place by drawing one line over and over again. I'll post the code below. I'm just wondering ...
1
vote
2answers
174 views

temperamental ID3D10EffectVectorVariable

I am setting an HLSL effect variable in the following way in a number of places. extern ID3D10EffectVectorVariable* pColour; pColour = pEffect->GetVariableByName("Colour")->AsVector(); ...
0
votes
1answer
169 views

LPD3DX10FONT::DrawTextA/W messes up the depth buffer!

why does calling this function mess up the depth buffer? I read somewhere that it cheekily changes the blend state, but to be totally honest I don't even know what that means. What is it doing, why is ...
5
votes
1answer
511 views

On Creating a D3DX10 texture atlas

I have a DirectX10 texture (ID3D10Texture2D) that I load from disk with the following code: CComPtr<ID3D10Device> spD3D; // Initialized correctly elsewhere hr = D3DX10CreateTextureFromFile( ...
4
votes
1answer
757 views

What is instancing, and how can I update my graphics code to do it?

This question directly follows on from this one: How can I implement a renderer that can draw many kinds of primitives? I have a small amount of drawing code structured in the following way: A mesh ...
2
votes
2answers
224 views

The Correct Usage of DLLs with a DirectX Game?

I'm using DirectX 10 (in C++) to make a game engine, and a test driver program on top of it. Now that I've written many messy rough drafts of an engine, I want to make the final (or sorta final) ...
2
votes
2answers
1k views

Why isn't my mouse input working as expected in a DX10 game?

I've made myself a camera for a DirectX 10 game, and the keyboard control works fine. However, I can't see to get the mouse to work. My biggest problem is I can't find out how to hide the mouse on the ...
8
votes
1answer
563 views

How can I implement a renderer that can draw many kinds of primitives?

This is somewhat linked to a question I previously asked concerning the drawing of indexed primitives. My problem was that I was only drawing one cube when I wanted to draw many. I was told that the ...
1
vote
2answers
626 views

How do I use D3DXVec3Normalize()?

It accepts two parameters, the first is an out parameter - a pointer type, so a referenced variable or a pointer to a variable - the second parameter is an in parameter of the same type but const. ...
1
vote
1answer
835 views

How can I draw many objects on screen instead of just one?

Like many beginner graphics programmers I followed a tutorial which showed me how to set up buffer descriptions and fill out the vertex buffer etc... - the steps involved in drawing a simple indexed ...
-2
votes
2answers
329 views

ID3D10Device pointer problem

sorry in advance for the large chunk of code. Basically when placed in the same file this works fine, but if placed in separate files (and I have tested this) just after Init() is called, the pointer ...