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
1answer
15 views

D3D11_SAMPLER_DESC::MipLODBias vs ID3D11DeviceContext::SetResourceMinLOD

When implementing a max-texture-detail functionality for a game, which approach is better to use, out of: Setting the D3D11_SAMPLER_DESC::MipLODBias value of a sampler state object, or, Setting the ...
0
votes
1answer
21 views

FBX SDK texture file name

I have built an importer that retrieves necessary vertex data however I wish to be able to read texture file directories. How do I retrieve the texture file name?
0
votes
0answers
28 views

How to use D3D11_SHADER_RESOURCE_VIEW_DESC.Buffer.ElementWidth?

If I want to create an ID3D11ShaderResourceView* to a buffer with a given DXGI_FORMAT (e.g. DXGI_FORMAT_R32G32B32), do I have to also supply a value for ...
0
votes
1answer
22 views

IDXGISwapChain::ResizeBuffers - should I recreate the depth/stencil buffer too?

When I resize the buffers via IDXGISwapChain::ResizeBuffers(), it is required to release any references to views to the back buffer. That of course makes sense, because the back buffer texture is ...
1
vote
0answers
66 views

How to setup a particular blend state where the alpha channel is additive?

I would like to set a blend state to be "additive" and do the following: Result.R = Source.R + Destination.R; Result.G = Source.G + Destination.G; Result.B = Source.B + Destination.B; Result.A = ...
0
votes
0answers
30 views

marshaling c# struct with array to const buffer

I am trying to use a const buffer to pass a structure with an array of values into the pixel shader. However, all my color[] array values are coming in as zeros. I have the struct defined as: ...
0
votes
0answers
20 views

Depth Map not rendering properly in DirectX / HLSL / SharpDX

I've been struggling with this for awhile, and everything I find online says this SHOULD be working, but I apparently missed something. I'm attempting to run Deferred Rendering in SharpDX on a ...
0
votes
0answers
64 views

Particle System Tracking

I have a particle system where instead of tracking the time each particle is alive, I just track the time of the oldest particle and the time of the youngest particle. Basically, the oldest particle ...
2
votes
1answer
86 views

How to share values between different shader programs?

I am using Unity but this might concerns all type of shaders. I would like to know if this is possible to share values between different shader pass.Let's imagine that I am computing something in the ...
0
votes
0answers
29 views

How to translate vertex buffer coordinates in 2D

I am trying to (using a 2D Directx9 engine library) rotate/translate a set of points in a vertex buffer. I understand how this would be done in a 3D system - i.e using the vertex shader stage of ...
0
votes
0answers
20 views

Having trouble getting shader to work with sprite batch in XNA #4

I found a neat "CRT screen" effect shader on the web, but I've never used shaders before and I can't seem to get it working properly. If I do the second sprite batch in my code here normally without ...
2
votes
0answers
73 views

SSAO and normal issues

I'm using a SSAO alghorithm called "SAO", seen here: http://graphics.cs.williams.edu/papers/SAOHPG12/ I'm currently having issues with "smooth" normals, for example when using normal/height maps. To ...
3
votes
2answers
149 views

Shader - Calculate depth relative to Object

I am trying to calculate depth relative to the object.Here is a good solution to retrieve depth relative to camera : Depth as distance to camera plane in GLSL varying float distToCamera; void main() ...
2
votes
1answer
44 views

How can I tint a Texture2D with a gradient?

I am working on a lighting system for my game. Instead of lighting each tile completely with only one color, I want to create a gradient on that tile so to make the lighting look more dynamic and ...
1
vote
1answer
62 views

Design question: best way to model and visualize a long grid of data [closed]

Perhaps some noob questions for a scientific application that you can assist with: I am trying to render a large, evenly spaced grid of data in 2D. The full data set dimensions could be anywhere from ...
0
votes
0answers
55 views

Shader - Objects Depth or Thickness

I am using Unity and would like to render the thickness of an object.My first thought was to use the ZBuffer and the depth but it is always depend to the camera, it seems legit.But I would like to ...
0
votes
0answers
30 views

Volumetric spotlight

Hy I'm working on the a volumetric spotlight into my engine(DirectX 11). I read quite a lot about it and would like to find a relatively quick solution. ShaderX3's approach dividing the light volume ...
0
votes
0answers
35 views

HLSL - Binary operations

I'm trying to do binary operations with integers in the hlsl code. For example: int n = 10 & 15; Binary value of 10 = 1010 and Binary value of 15 = 1111. With this, n = 10, because (1010 & ...
0
votes
2answers
37 views

Direct3D 11 - Mipmap level selection

When we sample a texture resource through an SSO in HLSL, how is the mip level selected for sampling; assuming the texture resource contains mips? The SSO has parameters that seem to be concerned ...
0
votes
0answers
27 views

How to render many regions from the same texture using UV mapping?

I tried to apply some things that look like a "texture atlas". I would like to load 1 big texture which includes many small textures, my goal is to render each texture separately. I tried to use UV ...
1
vote
1answer
37 views

Texture R8_FLOAT format?

I'm working on SAO (http://graphics.cs.williams.edu/papers/SAOHPG12/) and I want to store my ambient obscurance term (a value between 0.0 and 1.0) in a texture. When I did shadowmapping, I created ...
0
votes
2answers
74 views

Strange quaternion rotation

I was implementing some quaternion rotations in too my infant 3d game engine and the rotations were really strange? Excuses my cluelessness. Anyways this is what I have: static XMVECTOR ...
2
votes
0answers
124 views

HLSL defines vs static const

So far I've been declaring all my constant variables as static const in my hlsl shader code, yet virtually every single shader piece I've come across uses #defines instead. I know the reasons I would ...
0
votes
2answers
91 views

Quaternion Rotation Help

So I'm making a little engine with DirectX 11 and C++. (Some other help from other API's as well) DirectX has this function XMMatrixRotationQuaternion(XMVECTOR quaternion). I know nothing about this ...
3
votes
1answer
72 views

How do I edit a Texture2D at run-time to visually indicate connected tiles?

I'm making a 2D sandbox game in C# and MonoGame, and I have a couple of tile sprites. These tile are loaded in-game as Texture2Ds. I want to have blocks visually connect to adjacent blocks. An ...
0
votes
2answers
43 views

How do I use the DirectX Extension-Library in Windows 8?

I need to use the extended DirectX-Library (D3DX...), but I am programming on Windows 8 (VS), so the DirectX 11-SDK is already included. However, it's included without the extension-library. Do I ...
0
votes
1answer
58 views

Constant buffer not updating

I'm trying to rotate models independently of each other however I cannot for the life of my figure out how. I have gotten to the stage of writing this: std::vector<int>::size_type st = ...
1
vote
1answer
55 views

Static constants set to default value in HLSL

I'm using dx11 and I'm working on SSAO. I am having wierd results, so I tried debugging it using RenderDoc and stepping through the pixel shader log, all the values of the static array seems to ...
1
vote
2answers
161 views

Directx fbx loader

I am trying to build a game with animation in c++ with DirectX. I have some fbx files with animation that I want to integrate in my game. But I do not want to draw the fbx files as a FbxScene or ...
0
votes
1answer
45 views

Diffuse Maps and DirectX

How would I load two diffuse maps onto one mesh. I have a mesh with multiple sub meshes but each one of those sub meshes has a vertex buffer and I don't think that's very efficient. How could I have ...
0
votes
1answer
57 views

How to take a screenshot with java from directX

I'm looking for a way to take a screenshot with a Java application of any running directX game. I use the following code Robot robot = new Robot(); GraphicsConfiguration config = ...
1
vote
1answer
100 views

How to handle game objects in DirectX

Coming from XNA, I would use the content pipeline and create XML files for game objects. However, if I changed something in the XML, I would need to do a rebuild of the project so it will create the ...
0
votes
1answer
96 views

Ambient occlusion: Correct culling after anisotropy correction

I've added simple color based ambient occlusion to my game. First it looked like this (from giawa.com): The description: "Due to anisotropy, the ambient occlusion shading on the top left is ...
2
votes
0answers
86 views

Enable IME in a non-windows control

I'm writing my own game in DirectX using C#. I'm at the point where I'm implementing my own textbox, written from scratch. It has the very basic functions for now, but works well. I want, however, to ...
0
votes
1answer
51 views

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 ...
4
votes
2answers
174 views

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 ...
1
vote
2answers
197 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 ...
0
votes
1answer
59 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 ...
2
votes
0answers
100 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 / ...
0
votes
1answer
64 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 ...
0
votes
0answers
20 views

Shader | Special Effect - Unit selection [duplicate]

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 ...
8
votes
3answers
641 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 ...
0
votes
1answer
100 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 ...
0
votes
1answer
107 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 ...
6
votes
1answer
458 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 ...
1
vote
1answer
55 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.
1
vote
1answer
127 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 ...
0
votes
1answer
84 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 ...
3
votes
2answers
331 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. ...
-1
votes
1answer
57 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, ...