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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Are these functions and parameters used in DirectX 11.2? [on hold]

Functions and parameters like WINAPI, hPrevInstance, hInstance , PSTR etc are used in DirectX 11.2?
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36 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. ...
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88 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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19 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). ...
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23 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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24 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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42 views

How to render 2d image with sharpdx after post processing by hlsl

using System; using System.Diagnostics; using System.Windows.Forms; using SharpDX; using SharpDX.D3DCompiler; using SharpDX.Direct3D11; using SharpDX.Direct3D; using SharpDX.DXGI; using ...
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25 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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58 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
112 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 ...
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1answer
50 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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41 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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42 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. ...
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1answer
80 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
75 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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40 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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69 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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49 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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79 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? ...
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63 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
47 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 ...
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2answers
161 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
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1answer
102 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 ...
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1answer
70 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 ...
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1answer
23 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, ...
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1answer
54 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
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1answer
186 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 ...
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27 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 ...
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1answer
44 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 ...
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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
135 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
104 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 ...
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1answer
91 views

How to rotate an object so that it is aligned with a vector?

I have the following Scenario: Two moving objects (A and B in the picture) need to appear "connected" by a third one (C in the picture). I set the position of the connecting object C as "halfway" ...
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1answer
47 views

How to disable depth buffer in Directx11

For now i know what i must use OMSetDepthStencilState. In the beginning i must create two states and change them every time i need another. For now i have this and it doesn't work, i.e. objects ...
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1answer
77 views

Drawing a Line in 3D using DirectX 11

I had a lot of problems to draw a line in a 3D and had a weird results.. The 3D Lines are projects in 2D and that's so weird. They only work with that view matrix configuration: XMVECTOR Eye = ...
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1answer
57 views

Why I don't have the DX templates even with the Windows 8 SDK installed?

I have Windows 7, 64 bit. I installed the Windows 8.1 SDK from here, and I installed Visual Studio Ultimate 2013. I chose to install everything; the size of the install was around 11GB. Yet I don't ...
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1answer
37 views

Per instance world matrix is 0.0f/NaN

I'm trying to draw some cubes with Hardware Instancing. However they don't get displayed. So I debugged my code, and found the source of the problem: In my VertexShader, the var that has the per ...
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42 views

Is this equivalent to D3DXVec3TransformNormal?

I was porting some code from DirectX to OpenGL. I have the following code: glm::mat4 rotation(1.0f); rotation = glm::rotate(rotation, degrees, m_up); m_look *= rotation; where rotation is a mat4 ...
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0answers
65 views

Modifying depth values in PixelShader (SharpDX)

I'm relatively new to DirectX, and am currently converting some WPF 2D graphics code that displays geo-located sonar returns. I am using SharpDX, and rendering via a D3DImage. I've got the basics ...
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1answer
70 views

How to diagnose the problem when the input assembler and the vertex shader look correrct, but the Output Merger is wrong? [closed]

I'm porting some OpenGL code to Direct X 11. I ended up with nothing being drawn on the screen. I reverted to a simple program, which I am writing about here. I'm now trying to use the Graphics ...
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1answer
82 views

Compiling a shader with fxc results in invalid ps_5_0 output semantic 'COLOR0'

I'm attempting to compile a shader at the command prompt. What am I doing wrong that would make it generate this error? fxc /Od /Zi /T ps_5_0 /E "ps_main" /Fo "basic.pso" "basic.ps" Here is the ...
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2answers
106 views

DirectX Quaternion SLERP Wrong Answer?

I have some code that looks like this: DirectX::XMVECTOR a, b, c; a = DirectX::XMQuaternionIdentity(); b = DirectX::XMQuaternionRotationAxis(DirectX::XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f), 3.1415f); c ...
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1answer
46 views

Normal Mapped Models Render with render target background color acting as transparency and lighting Problem [closed]

SOLVED. See my comment below. Originally I noticed some sort of transparency when rendering in Direct3D 11. I noticed it was worse once I changed my background color to something other than black. ...
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83 views

Trying to bounce a box with a plane using bullet physics

I'm trying to simulate a box that bounces with a plane and I'm beginner with bullet physics. I created a plane (box) and and a box that is falling. The problem is the ball is stalled while colliding ...
0
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1answer
45 views

Camera stops moving forwards near World-Center

So basically this is a problem I've been having since forever. I implemented a Camera System, it works fine but somewhere around the center (0, 0, 0) of the world it doesn't work. Actually it works, ...
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1answer
56 views

CopySubresourceRegion results in no-op

I'm having some trouble copying a subregion from a source texture (2D) to a destination texture. Both textures are mipmapped 2D textures, with dimensions (at mip 0) of 512 x 32. Rather than tell you ...
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167 views

SSAO all jagged

So I've been working on SSAO for awhile, and I thought I had it right, untill I loaded up the sponza scene that accompanied the SAO technique I'm implementing ...
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32 views

Collada 3d file type

For animations in the Collada file type. How does it store them? I'm reading them in with Assimp and I got the keys. mNumPositionKeys = 24. I made the animation and it had 24 frames. But only 2 were ...
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175 views

Animation, Interpolation, & Structure

I have been working on animation in my small game engine recently and I am implementing some interpolation to be used with skeletal animations. I know how to do interpolation but I am not sure where ...
2
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1answer
124 views

Shader - Transmittance or Absorption

I am trying to create a transmittance or absorption shader (glsl, hlsl, cg, etc...) in realtime but I don't find any good tutorial or white paper about this subject. I only find offline rendering ...