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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94 views

Can I use the HD Graphics 3000's quad list primitive type via D3D?

I was studying some technical documentation on the Intel HD Graphics 3000 GPU, which I'm using as a lower-end reference for my 2D game engine. I noticed the hardware supports a nice "Quad List" ...
-2
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0answers
30 views

DirectX 11 Texture artifacts [on hold]

Any idea what could cause an issue like this? void Texture::loadTexture(const std::string& filename) { //Convert filename into a WString for the texture loader std::wstring ...
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0answers
20 views

Rendering of a minimized / out of focus directx game is slow

I m working on a project that captures the game windows and send it to another node. As long as game is in focus or maximize, the rendering is smooth and steady. When the game is out of focus or ...
0
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0answers
16 views

How can I determine the position of Direct Sound buffer

I'm using Direct Sound to play WAV files in my environment, however I am unsure of how to check if the file has finished playing, I know DirectSound operates on a circular buffer, however my sounds ...
1
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1answer
36 views

DirectX 11 - Get the world matrix of my camera

I'm relatively new to the world of 3D games programming and I am not sure if I am understanding some key concepts correctly. Right now I have created a sphere that is 2.0f in radius which surround ...
0
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1answer
14 views

Maya 2015 Collada mesh transforms not applied

I am trying to load a dae (Collada) model into my 3d engine. The problem is they export the vertices and transforms seperately. So in Maya 2015 it looks like this In the game engine I have it simply ...
1
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1answer
56 views

DirectX 11 vertex shader incorrectly sending <0, 0, 0> normal vector to pixel shader

I'm following the Rastertek tutorials. I'm unable to get diffuse lighting working from http://www.rastertek.com/dx11tut06.html. I think the NaNs in the following screenshots is just from stuff ...
0
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1answer
22 views

(DX11.1) CreateSwapChainForHwnd fails with E_NOINTERFACE when using Graphics Diagnostics

The CreateSwapChainForHwnd fails with E_NOINTERFACE "No such interface supported" when I use the Graphics Diagnostics on Visual Studio 2013 Update 4 on Windows 7 sp1 under DirectX 11.1. The program ...
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0answers
54 views

Array<byte>^ in Win32 [migrated]

I have a DirectX 11.1 program which is written for Metro style and I want to convert it to Win32 application. I have used a lot of WinRT libraries and most of them are founded for HWND. but I still ...
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0answers
16 views

DirectX 9 - Troubles on PRT

Does anyone tried to use PRT? I'm asking this because i didn't find out anything in the internet that may help me solve my problem without asking here for help. So my question is - why the code below ...
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0answers
12 views

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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0answers
23 views

How can I manually syncronize render calls with a monitor's refresh rate in Direct3D 9?

I have an application that utilizes Direct3D 9 to render 3D graphics. I'm trying to manually control the number of frames rendered in a given second. Here is pseudocode: while( bInGame ) { // ...
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0answers
39 views

XNA/C# Shadows look strange in orthographic

I have implemented shadows in to my game engine. They look fine when rendered in projection mode as a projected light, however I get a strange "blocky" look when they are put into orho'. I will be ...
0
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0answers
34 views

How to draw a ellipse with DirectX 9?

I have spent the entire day trying to get it to work... I can draw the outline of an ellipse but I want to draw a filled in ellipse but I can't seem to get the code to work. Any help would be great! I ...
1
vote
1answer
35 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 ...
0
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1answer
25 views

Second pass in multipass effect is ignoring

I am trying to render my vertecies in 2 passes, but seems I am doing something wrong, because only one pass applying. I cannot make the second one work despite that second pass is applying. Here is ...
0
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0answers
23 views

DirectX My texture does work in my pixelshader

I got a bit of a mystery as I have a problem that should not be a problem. I am working on a fog feature which is similar to other things that I have done. Not very hard at all. The only real ...
3
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2answers
231 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
49 views

What's the difference between Rendering pipeline and compute shader?

What's the difference between rendering pipeline - https://msdn.microsoft.com/en-us/library/windows/desktop/ff476882.aspx and compute shader - ...
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1answer
54 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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0answers
40 views

Good system for experimenting with shaders in different languages

I'm trying to experiment a bit with shaders and they have been programmed in several different languages (GLSL, Cg and HLSL). Now most systems (dirrectX, openGL) have only support for one of them. ...
0
votes
1answer
101 views

How should I choose between Vec3 and Vec4?

I find myself torn between using Vec3's vs Vec4's for representing position, directions, etc in my non-gpu code. I see the obvious benefit of using Vec3s for stuff like data in buffers, to more ...
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0answers
26 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). ...
0
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1answer
34 views

DirectX RenderTargetTexture bound to both RTV and SRV

After following the 22th tutorial of Rastertek. I and some others on the internet have had an error. Despite following the tutorial to the letter. However, the answers to this error message have been ...
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0answers
33 views

Matching the 3ds max camera view in my game 1:1

I want to match 1:1 the 3ds max camera render with my 3d engine (DirectX 11, C++). I believe that my mesh exporter (coded with MaxScript) works fine, I see the right shapes. But something about the ...
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0answers
27 views

Not seeing the right colors on my Cube

I have a book by Frank Luna, Directx 11 The question is: If vertex memory is significant, then reducing from 128-bit color values to 32-bit color values may be worthwhile. Modify the “Box” demo by ...
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1answer
71 views

PointSprite in DirectX9

I was trying to implement a particle system using PointSprites. Draw calls return D3D_OK but I don't see any particle on the screen. I'm not using Vertex Buffer for the particles, but I use two ...
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1answer
145 views

C++ DirectX FBX SDK Importer Weird Mesh Problem

I'm having a problem understanding how to render the vertex data in fbx model into directx. This is my two functions and I've already triangulated all the mesh nodes. bool ...
0
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1answer
55 views

Multiple Vertex Layouts

I have different vertex layouts I'm using to render things in DirectX and as of now I've just used the same vertex layout for every mesh I load in. But now I want to have the vertex layout change ...
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1answer
55 views

Where the fxc.exe is located in Windows SDK?

I'm using Windows SDK under Windows 8 with Visual Studio 2013. Where I can find fxc? I do not use old Directx SDK.
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1answer
49 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. ...
0
votes
1answer
88 views

Reflection/environment mapping

I'm implementing reflection/environment mapping using a cubemap. I have it working for the most part but when I move my camera around, I see the same area reflected on the object. I am calculating the ...
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2answers
81 views

Could I use Direct3D to make 2D games?

My goal is to make a completely 2D game using DirectX, but I'm new to it and I'm confused about all of the different APIs that are available. From Wikipedia: Direct3D is used to render ...
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0answers
45 views

Frustum Culling not working when objects are transformed

I've been implementing some frustum culling and my code looks like this. // Frustum Culling XMVECTOR detView = XMMatrixDeterminant(cam->View()); XMMATRIX invView = XMMatrixInverse(&detView, ...
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1answer
70 views

Instancing effectiviness

At about how many instances would instancing become effective? DirectX dynamic buffers seem to take a little more out of the fps than an immutable one would. So obviously you wouldn't want to make a ...
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0answers
80 views

rendering an image within c# & sharpdx dirext3d9 [game overlay]

I'm following this guide and the related blog post to implement a basic game overlay for DirectX 9 games using SharpDX. So the tutorial already have an example for text rendering but I need to be ...
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0answers
80 views

DirectX graphics issues [closed]

When you see something that looks like this And it's actually supposed to be like 100 models of asteroids. What would you say is wrong with it? Index Buffers messed up. Vertex Buffers? Projection? ...
0
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1answer
91 views

DirectX 8.0 SDK

I know this in unprofessional and probably doesn't follow the question asking conventions on this site, but I cannot find any other, more suitable (in my opinion) network on stackexchange to ask this ...
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1answer
54 views

What are .fxo and .cod files for?

I've been reading about shaders and looking at code. I found this in the code I'm looking at and it obviously has "Basic.fxo" there. BasicFX = new BasicEffect(device, L"FX/Basic.fxo"); Now my ...
2
votes
2answers
168 views

What are my options other than game engines? [closed]

I'm a programmer. I've experience in Java, python, and c++. I see that some big games are built using game engines (Crysis uses Cryengine). However, other don't (Bayonetta for example). what's their ...
2
votes
1answer
136 views

Signed Distance Fields: How are different colour channels used to improve output of sharp corners?

The naive approach to implementing signed distance field font rendering suffers quality issues where sharp corners get softened (either outward- or inward-facing corners, i.e. convex or concave ...
1
vote
1answer
76 views

Shader - Realtime texture masking

The first thing that comes in mind is masking using RGBA values. With this you can obtain this kind of textures and this kind of results. But with this, you can only store up to 4 masks inside a ...
0
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1answer
33 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, ...
1
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1answer
68 views

Draw multiple triangle strips in one draw call DirectX

I'm running into a bottleneck where I'm drawing many basic disconnected colored triangle strips in DirectX 9 (XNA). The problem comes with drawing them all in seperate draw calls, so I'd like to batch ...
3
votes
1answer
188 views

Is it more efficient to transform vertices on the CPU or the GPU?

Working on optimizing the rendering core of my game engine and I have a couple of questions. Is it more efficient to transform vertices to world space on the CPU before you send then stream to the ...
0
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0answers
28 views

Encoding Floats to RGBA and Blending causing artifacts

I am using float packing to encode a float value inside a RGBA texture because I don't have access to float texture unfortunately. Here are the function I am using for encoding and decoding. inline ...
0
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1answer
54 views

Encoding Float to RG/RGBA and Blending

Encoding a float value inside a RG or RGBA texture is very interesting and useful but it is also become quite useless when you use blending as the result and the values might be altered because of ...
0
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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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2answers
136 views

Can someone explain to me how setting shader parameters aren't a bottleneck?

I am trying to understand this. So I have a bunch of models that need to be rendered. Each model most likely has various "sub meshes" with their own diffuse, specular, etc textures. So for each of ...
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2answers
124 views

Should I use DirectX 11 for 2d games or should I stick to DirectX 9? [closed]

After two years now I wanted to continue working on my sandbox project which I actually used to learn and experiment with various C++ features and DirectX. So far I have simple elements for 2d ...