DirectX is a set of multimedia APIs from Microsoft aimed primarily at game developers. Popular APIs within the DirectX collection include Direct3D, XInput, and XAudio.

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HLSL SampleCmp compile error

When trying to compile the following HLSL: Texture2DArray gShadowmap : register(TEXTURE_REGISTER_DEPTH); SamplerState gShadowmapSampler : register(SAMPLER_REGISTER_DEPTH); // ... float3 projCoords ...
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How can I manually construct a right-handed orthographic projection matrix?

I need the formula to create a orthographic projection matrix. I am using GLM math libary and DirectX11. The reason I cannot use GLM to create it is because the NDC spaces are different between DX11 ...
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2answers
142 views

How to detect graphics API at runtime with SDL2?

Using SDL2, is there a way to determine at runtime whether the application is using OpenGL, OpenGLES, or DirectX? EDIT: If there is a way to figure it out without using the SDL2 API, I'm willing to ...
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32 views

how to start : create a game [closed]

I am learning java and interested in games.I am trying to create a 3d game.What are the basic books I need to study.How to start it.Please anyone help me guys.If any websites are available then please ...
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40 views

Deferred Lighting - How to map to the generated texture?

I'm trying to implement deferred lighting and I have done the first and second pass but I'm stuck on the third as I don't know how to map from the current pixel being drawn to the generated texture ...
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58 views

How to implement simple shadows on XNA?

UPDATE: See photos below the description I try desperately to implement shadows on my XNA games. My game is a style of games like Voxel (minecraft). The problem is that I do not find support / ...
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1answer
31 views

HLSL Pixel Shader Sematics

I have a HLSl pixel shader that I'm using to create a deferred buffer, I have simplified the code to show you: struct PS_INPUT { float4 PosWVP : SV_POSITION; float4 ...
4
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2answers
91 views

Shader | Special Effect - Unit selection

I would like to know how the shaders used to show which unit is selected are made. Here is an image to illustrate. How the merge effect of the blue circles can be achieved ? I didn't found any ...
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3answers
596 views

Correct method for choosing the user's video cards?

My game uses DirectX 10, and I'm having a problem where users are reporting that my game isn't picking up on their graphics card. Instead it prefers to run on their integrated Intel card, ruining ...
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63 views

Fullscreen triangle SV_POSITION and deferred shading

So I'm trying deferred shading in DirectX11. I am using the following method (used in the FXAA shader and described here: http://www.altdev.co/2011/08/08/interesting-vertex-shader-trick/) to render ...
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1answer
55 views

DirectX UV coordinates are flipped

I'm loading a simple model, which is composed of vertices that have position, normal and UV texture coordinates. The thing is, displaying that model using DirectX 9 or 10 shows that the UV ...
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413 views

How do commercial games engines organise the index/vertex buffers?

Preface: This question is going to be coming from a Direct3D point-of-view, because that's what I'm familiar with. Obviously we incur a slight overhead every time we change the vertex or index ...
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38 views

What is DirectX 11's equivalent of D3DCAPS9::MaxVertexIndex of DirectX 9?

I'm porting a DirectX 9 program to DirectX 11. How do I get the value in DirectX 11 that is retrieved using D3DCAPS9::MaxVertexIndex in DirectX 9? Thanks in advance.
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1answer
117 views

Estimated framerate for custom engine?

I've been writing my own engine with C++ and DirectX 11. I've got 3d models loaded in with diffuse maps, normal maps, and shadows. There's other things with the engine but my question doesn't pertain ...
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1answer
52 views

DirectX9 Drawing Sprites out of place due to offset

This is my very first time into DirectX. Im trying to make a simple 2D game, just for learning the basics. And i've achieved that. The next step is to draw an animation using sprites. For that, i ...
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2answers
228 views

Update and render in separate threads

I'm creating a simple 2D game engine and I want to update and render the sprites in different threads, to learn how it is done. I need to synchronise the update thread and the render one. ...
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1answer
32 views

Why does this code to render a triangle in SlimDX only show a black screen?

Here is the code: var elements = new VertexElement[] { new VertexElement(0,0,DeclarationType.Float3,DeclarationMethod.Default, ...
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0answers
115 views

Windows Phone 8.1 emulator for DirectX landscape

July 16, 2014 update: I have converted the SharpDX "MiniCube" sample project to a Universal 8.1 project. It is 100% self-contained. It will demonstrate this issue. There is a "READ ME.txt" file ...
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36 views

Transform texture coordinates when using shader

Assuming I define four vertices of a quad with texture coordinates that cover a whole texture or region of a texture, I can animate these coordinates by setting a transform using SetTransform( ...
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85 views

Was there any equivalent of glVertex3f in Direct3D?

I know that OpenGL's Vertex3f is a bit old but I can't find any information about suitable equivalent for that function that was used in DirectX. Was there any equivalent in DX?
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DirectX9 Normal/Bump Mapping Weird Texturing Artifact

As you can see the artifact here is like a triangle of the mesh getting more light. The important part of my code is below. This is the vertex declaration. VertexElement[0].Stream = 0; ...
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0answers
64 views

Using sky for indirect lighting - should I remove the sun?

I'm attempting to achieve slightly more realistic ambient lighting in outdoor scenes using the sky cubemap. When rendering an object, I first calculate the direct lighting contribution using ...
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35 views

DXGI - IDXGISwapChain::ResizeTarget _com_error 0x887A0022 (DXGI_ERROR_NOT_CURRENTLY_AVAILABLE)

I have (yet another) issue with DXGI in that I get a very strange error when I attempt to change display resolution while in fullscreen and I just can't seem to find the solution to it. This only ...
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1answer
287 views

Rendering only a part of the screen in high detail

If graphics are rendered for a large viewing angle (e.g. a very large TV or a VR headset), the viewer can't actually focus on the entire image, just a part of it. (Actually, this is the case for ...
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1answer
104 views

How can I compile a Direct3D 9 effect from a file?

I started working with shaders recently in DirectX9. I noticed that there is a D3DXCompileShaderFromFile function for IDirect3DVertexShader9 and pixel shader. Which compiles the shader and gives you ...
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How do I save my programmatically generated Mesh to a .X file in SlimDX? [closed]

The Mesh has been created properly with SlimDX, but Mesh.ToXFile(barMesh, "foo.x", XFileFormat.Text,CharSet.Unicode); throws a NullReferenceException. I checked that barMesh is not null. Inside the ...
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370 views

Picture rendered from above and below using an Orthographic camera do not match

I'm using an orthographic camera to render slices of a model (in order to voxelize it). I render each slice both from above and below in order to determine what is inside each slice. The model I ...
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1answer
54 views

Load Meshes with Bullet Physics

I just started implementing some physics in my game with Bullet Physics and I was just wondering how would i use bullet physics to load in meshes. For my for DirectX I load in x files into a ...
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1answer
43 views

How should I interpret these DirectX Caps Viewer values?

Briefly asking - what do the nodes mean and what the difference is between them in DirectX Caps Viewer? DXGI Devices Direct3D9 Devices DirectDraw Devices The most interesting for me is 1 vs 2. In ...
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1answer
21 views

HLSL 5.0 vector interpolation issues

I'm having issues with the depth components of my shadowmapping shaders. The shadow map rendering shader is fine, and works very well. The world rendering shader is more problematic. The only value ...
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59 views

AddFontMemResourceEx and D3DXCreateFont corruption

I'm trying to load a font from a buffer using AddFontMemResourceEx and then creating a D3D font with D3DXCreateFont. This works fine on every platform except Windows XP, where it causes the wrong ...
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1answer
51 views

How to load a DDS file with mipmaps

I believe there's a D3DX function that can load a DDS file with mipmaps but D3DX is deprecated. Any function/library that can load it and that's not deprecated? I need it for DirectX if it makes any ...
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84 views

How do I find the camera direction vector for 3D sound purposes? (C++, DirectX)

Question I'm trying to make a sound class for playing 3D sound effects with DirectSound and DirectX, without using DirectSound's 3D libraries. The plan is to have every game object constantly play ...
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1answer
155 views

Direct3D 11: Changing fullscreen resolution does not work

In my application I can switch back and forth between windowed and fullscreen mode using IDXGISwapChain::SetFullscreenState. When the WM_SIZE is handled, IDXGISwapChain::ResizeBuffers is called in ...
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1answer
30 views

DepthStencilView and alphaBlendState

I have create a 2D game with directx11 and i want to use a depth buffer instead of a painter's algorithm to draw the sprites but i have a problem since i'm not really good with directx 3d programming. ...
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1answer
47 views

Getting access violation because of ID3D11Buffer [closed]

I try to create a simple class store my model variables vertex array and vertexbuffer. So I create an array of myclass to create and manage object dynamically. But when hr = ...
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2answers
94 views

Can't read .cso files but I can read their .hlsl versions?

Well I've been trying to read a .cso file to use as a shader for a DirectX program I'm currently making. Problem is no matter how I implemented a way to read the file it never worked. And after ...
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1answer
58 views

Can't read .cso files but I can read their .hlsl versions?

Well I've been trying to read a .cso file to use as a shader for a DirectX program I'm currently making. Problem is no matter how I implemented a way to read the file it never worked. And after ...
0
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1answer
34 views

How to create two objects from one vertices array with translate?

I have an object and I can render it but I want to use its vertices twice but I don't know how to. this is my code reading object from txt: fin.open("piyon.txt"); fin >> vertexCountpiyon; ...
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2answers
98 views

Properly rendering transparent areas of textures

I'm rendering a tree that contains branch meshes with partially transparent textures. If I render it with AlphaTestEffect and set the ReferenceAlpha to something low, I'll get this. I want to ...
4
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2answers
105 views

Should I use different input layout for meshes (vertices) with and without normal maps?

I'm writing an DirectX11 game. About 60% of my game models (or "of my vertices") have: Position Texture coordinate Some of them use: Position Texture coordinate Normals And few of them: ...
9
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3answers
1k views

How many active shaders at one frame in the game (should I typically use)? 5? Or more like 100?

I have a question: how many shaders are usually active at the same time in one scene in modern games? I mean: I know that multiple shaders are being used (switching between them in each frame). And ...
3
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1answer
64 views

Does calling VSSetShader() twice with the same shader have a performance penalty?

Let's say I render 2 objects that are using the same shader (and the same ID3D11VertexShader object). When I call VSSetShader() to set the shader for the 1st object DirectX has to change previous ...
2
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1answer
126 views

DirectX particle system. ConstantBuffer

I'm new in DirectX and I'm making a 2D game. I want to use a particle system to simulate a 3D starfield, so each star has to set its own constant buffer for the vertexshader es. to set it's world ...
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1answer
79 views

Gamma Space and Linear Space with Shader

I am using Unity and I can choose between two color space mode in the settings: Gamma or Linear Space. I am trying to build a Custom Lighting Surface shader but I am facing some problems with those ...
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2answers
84 views

Directx9, FBX sdk and indices problem

So I've set up my program, know how to get everything going except for one thing: indices. I've been stumped as to how I retrieve that set of data. Does anyone know what I function I need to get them? ...
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2answers
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What is the advantage of wrapping D3D in a class versus a namespace?

Almost all the tutorials and books use a class wrapper for Direct3D. But I haven't found any scenario in which using more than one instance of Direct3D system (the "device" and state, et cetera) is ...
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4answers
356 views

Why would you use software rendering over hardware rendering, today?

As opposed to CPU or software rendering I assume? Wouldn't generally all current rendering be GPU based, seeing as you would be using OpenGL or Direct X? Could someone give me some info here, can't ...
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2answers
220 views

SharpDX.Toolkit setting constant buffer

I am trying to use a constant buffer in a program using SharpDX.Toolkit. I use the Toolkit because it has nice font support for writing on the screen. The problem I face is in assigning data to the ...
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126 views

Could not load sound (MonoGame) [closed]

I am using the Window Project (in MonoGame 3.2) which is uisng DirectX instead OpenGL. If I run a game, so its show me: "Could not load wind asset as a non-content file" I think, that is no ...