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.

learn more… | top users | synonyms (1)

0
votes
0answers
2 views

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 ...
0
votes
0answers
43 views

How to make Level Editor in C# for a DirectX engine in C++ [duplicate]

I have been trying for months to make a Level Editor for my C++ DirectX Engine. I have tried using a C++/CLI wrapper or P/Invoke to do this. Neither seems to work. Can someone let me see a sample of ...
-1
votes
0answers
25 views

Error when setting DirectX HWND handle in C# [on hold]

So I am currently making a Level Editor in C# based of a C++ DirectX Engine which is compiled as a DLL. Here is the code: using System; using System.Collections.Generic; using System.ComponentModel; ...
0
votes
0answers
21 views

How to make my DirectX Engine available as a DLL [on hold]

I want to make my directx engine available as a DLL. Keep in mind that I am somewhat of a noob when it comes to programming, so bare with me.
1
vote
1answer
161 views

How do I render my DirectX C++ engine to a C# Panel?

The title pretty much sums it up. I'd like to know how I can get the HWND of my C# Panel object to my DirectX engine so I can render to it. I know it involves making a C++/CLI wrapper, but I'm not ...
0
votes
0answers
11 views

HLSL DXGI_x_UNORM vs DXGI_x_UINT

I have a texture resource with a format of DXGI_x_UNORM I can then access the data in the HLSL using .sample or .load and it works exactly as expected. However if i simply change my format from ...
2
votes
1answer
18 views

How to display unicode text in monogame?

I'm looking for ways to draw any characters that may be entered in any language, on any keyboard, so that I don't have any trouble with limited language support in a monogame project. So far I've ...
2
votes
0answers
97 views

Texture Mapping to procedurally generated geometry

How can I calculate texture coordinates of such geometry? The angle shown in the image (89.90 degree) may vary, therefore the geometry figure is changing and is not always such uniform.(maybe like ...
0
votes
1answer
27 views

DirectX 12: Problem with render target

I've got a problem with DirectX 12 I cannot figure out by myself. I wrote a small program that should render a triangle onto the screen. When I executed the application, however, there was no triangle ...
0
votes
1answer
40 views

DirectX 12 Questions about the command queue and command list?

I have been wondering this question for a while. Would this command ThrowIfFailed(m_command_list->Reset(m_command_allocator.Get(), nullptr)); m_command_list->ResourceBarrier(1, &...
1
vote
2answers
88 views

Get the difference between 2 matrices

Hi I'm using C# and MonoGame, and have the world matrices of 2 objects. I need to get the difference between them, so I can effectively parent the second object onto the first. The aim is to get to a ...
0
votes
1answer
39 views

Load 2 triangles in a simple DX11 example

I'm following this tutorial, where they show how to setup a simple dx11 demo with a green triangle in the middle. I'd like to be able to modify it so that it shows 2 triangles instead, i modified the ...
1
vote
1answer
25 views

DirectX 11 Vertex Shader Fragmentation

I was wondering how my vertex shader is causing my cube to be render weirdly? I am using the Visual Studio graphics tool and see that my input assembler is correctly receiving the cube and I can only ...
1
vote
0answers
26 views

Light intensity on plain from angle

Given a vector (v) for the direction of light and a vector (n) for the normal of a plain. How can I calculate a rudimentary intensity value (i) where When (v) points at (n) directly/face on (i) = 1....
-2
votes
1answer
30 views

Stream Output (SO) stage in Directx 12?

Does Directx 12 have a Stream output Stage?
2
votes
0answers
26 views

DirectX 11 - Problem with low resolution decals

I'm trying to add a decal system in my DirectX engine but i'm facing some problems with the quality of the textures projected. Every other no decal texture look fine, but these ones look really bad. ...
0
votes
1answer
16 views

Set up a basic D3DXQUATERNION

I'm trying to set up a D3DXQUATERNION to operate a rotation of 90 degrees around the Y axis. I tried in the following way: D3DXQUATERNION tempRot1(0.0f, 1.0f, 0.0f, cos(XM_PIDIV2/2)); because in ...
0
votes
0answers
30 views

Implementing Depth of Field in DirectX 11

I have created a procedural dungeon demo in DirectX 11 as part of an assignment, and am now looking to add some post processing to it. I have implemented whole scene Gaussian Blur in the past, but ...
0
votes
0answers
40 views

3d rotation of a cube using DirectX

I can't solve an apparently simple problem: i have a cube, similar to the one in the following picture I've tried to write a small demo where i can rotate the cube by dragging the mouse, but i can'...
0
votes
1answer
37 views

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 ...
0
votes
0answers
36 views

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 ...
3
votes
0answers
27 views

RWTexture3D in Compute Shader on Intel HD 4000

I'm having some weird issues running a Compute Shader with DirectX 11 on an Intel HD 4000 GPU. The goal is to write different shapes into a DXGI_FORMAT_R32_FLOAT 3D Texture with a size of ...
0
votes
1answer
39 views

Why when releasing a DirectX Texture it fail

I have an instance where a class creates a DX9 texture via UINT usage = D3DUSAGE_RENDERTARGET; HRESULT hr = D3DXCreateTexture (m_D3DDevice, 200, ...
0
votes
1answer
102 views

How to Load and Apply a Cube Map with DDS Texture Loader?

So I have been spending a lot of time recently implementing a working skybox/skysphere, and have almost completed it. The last thing that I need to do is to load my given texture, a skybox texture ...
0
votes
0answers
19 views

How to do an xBR or hqx filter in MonoGame?

I have been trying to implement an HD filter (xBR or HQX) in my MonoGame game project but so far got no success. I have checked out this question, but the shaders provided in the answers don't seem to ...
0
votes
1answer
39 views

Problem with stencil in directx 12

I'm trying to use stencil buffer in directx 12. I have problem that probably is really easy to solve. So, it's look like dx12 ignore it, ClearDepthStencilView() affect only depth, writing to stencil ...
0
votes
1answer
96 views

Doing legacy DirectX Coding on Windows 10

I decided to study couple of old computer graphics books like Andre LaMothe's Tricks of 3D Game Programming Gurus. I feel like this book is full of great general computer graphics knowledge and I want ...
0
votes
1answer
73 views

Game crashes when sound is finished

I'm trying to code a simple audio playback test game (which will be used in my actual project), and everything works fine, except for the fact that after the audio has finished playing, the game will ...
3
votes
1answer
105 views

Sine-based Tiled Procedural Bump

I am trying to implement this formula to generate bump but I am facing some issue. The result doesn't look the same it's much darker. Here is my result (without same parameters) but it is much ...
1
vote
0answers
46 views

How to draw SharpDX 2D Bitmap Outline

i want drawing bitmap outline Now Drawing Device.DrawBitmap(mBitmap, GetBound(), Opacity, d2.BitmapInterpolationMode.Linear); // mBitmap as SharpDX.Direct2D1.Bitmap // GetBound() as Bitmap Bound
1
vote
1answer
72 views

Rotating A model in 3D so it matches its direction of movement

So I have a model of a spear and when it gets thrown I want to set the orientation of the spear to its direction. ( I also want to use this for other things like bullets pointing in the direction ...
2
votes
1answer
63 views

Setting oblique projection to data visualization

I'm developing a small application using Directx intended to plot frequency spectra data in a waterfall plot. It should look like this: So far, I managed to created most of the chart components(axes,...
0
votes
1answer
103 views

Windows 10 User has only DX 10.1 API

A user of ours has an issue whereby they cannot run our application, which requires DX11 API support and hardware support for DX10.1. The strange this about this issue is that the user is running ...
0
votes
0answers
32 views

D3D11 Weird Tessellation patterns

I'm having a very peculiar problem regarding quad-patch tessellation. I'm building a planetary renderer using spherified cube and chunked LOD (6 quadtrees, 1 per original cube face). I have reached a ...
1
vote
0answers
67 views

Converting ARGB surface to NV12 surface

I'm trying to use NVENC to encode some frames that I'm capturing from a game. I've hooked EndScene() and I can get the data from the backbuffer, which is in ARGB format. Unfortunately, NVENC only ...
0
votes
1answer
36 views

Is it possible to use mipmaps with dynamic textures in Dirext 11?

I was trying create a texture with D3D11_USAGE_DYNAMIC and MipLevels equal to 0 (to create all the mip levels). However, the texture failed to be created. Is it possible to use mipmaps with dynamic ...
1
vote
1answer
34 views

Dynamic Shader Linkage in DirectX12?

Do the dynamic shader linking concepts introduced in DirectX11 ShaderModel 5.0 still work in DirectX12? In the documentation the reflection API is still available (e.g. ID3D12LibraryReflection), ...
0
votes
1answer
103 views

FBX SDK - Animation not Correctly Displaying in Game

This issue seems to arise with joint rotation animation. If anybody knows how to help, it would be greatly appreciated. //-------------------------------------------------------------------------...
0
votes
0answers
24 views

How to get tearing-free present with D3D9 in windowed mode without DWM?

For a long time now I have assumed that it's impossible to get tearing-free presents with: Windows 7, no DWM (=Aero off), D3D9, windowed mode. However, my Windows 7 PC at work just does it. My ...
1
vote
0answers
33 views

Translate D3DXMatrixLookAtLH to Unity compatible code

I am currently trying to port a really old Game (I have the source of it) to Unity as a fun project. And I'm currently stuck with the object rotation techniques in Unity compared to the ones used in ...
1
vote
0answers
78 views

Why does reverse depth buffering provide more precision? (with DXGI_FORMAT_D24_UNORM_S8_UINT Datatype layout)

I lately came around methods optimizing the use of the depth buffer, as the easiest solution reverse depth buffering is mentioned but I cannot wrap my head around why I would be gaining a better depth ...
1
vote
2answers
66 views

How can I access the members of XMVECTOR?

So I have been reading these articles, and I find implementing them a trouble. Currently, all I am trying to do is add two vectors together, leaving my question more specifically this: How can I add ...
0
votes
0answers
34 views

Screen Size 2D Gameboard Background

I am trying to get the screen size of the current monitor and then render the game board to match the screen orientation but currently I am scaling the game board to a larger size which not the best ...
0
votes
0answers
29 views

Getting texture data manually with proper alignment

I was building a simple D3D12 app which load and display an image on screen. As you are aware, D3D12 has no calls like CreateTexture2D which we have in D3D11 so that this process has to be done in ...
2
votes
2answers
78 views

Calculate matrix transformation components separately

It is possible to calculate the translation, rotation and scale that were used to build a matrix? I mean if I have a matrix M can I calculate the rotation, scale, and translation it represents? Of ...
1
vote
2answers
53 views

Shader models, when to use “ps_4_0_level_9_x” instead of “ps_4_0”

I've made a very simple post processing shader for my 2D game. It produces scanlines by dimming every other line. For this I use the position of the pixel on the screen. When using ps_4_0_level_9_3, ...
16
votes
1answer
187 views

Flowing GPU compute water

I have a civil engineering background and perform hydraulic and hydrologic analysis' regularly. They sell degrees for that sort of thing, but it's really not rocket science. I recently got it in my ...
0
votes
1answer
89 views

directX rotation of a 3d cube inconsistent

i'm trying to develope a simple 3d cube in directX that can be rotated in any direction by dragging the mouse. It works in the following way: i drag the mouse to the right or left, and the cube ...