-2
votes
2answers
47 views

Can you use a struct instead of an array to hold vertices in directx?

So instead of using an array to hold vertices information use a struct instead. Is this possible, does the Idirect3dvertexbuffer allow it?
1
vote
0answers
36 views

Why is my XInput gamepad press stamp not working?

I'm trying to add basic gamepad input to my c++ DirectX game but i'm having some trouble creating a press stamp (registers the press only the first time it's pressed if button held down). The entire ...
-2
votes
0answers
65 views

DirectX or Opengl? Good resources [closed]

I am attempting to learn DirectX 11 for game programming (In c++). I want to learn everything from the graphics pipeline and how to begin using DirectX11 to animating 3d graphics (such as characters) ...
-1
votes
0answers
117 views

c++ game programming course [closed]

Does some one know some good C++ Game programming course? I've tried lots of tutorial of OpenGL (3.3+). I've done simple games using opengl and glsl... but... game programming is another thing. ...
6
votes
2answers
153 views

In DirectX 11, batching primitives for performance, how does this actually work?

I don't seem to be able to understand this. Microsoft says that one of the possible optimizations of for a Direct3D 11 if to batch primitives draw calls. For example in order to draw say 300 triangles ...
-1
votes
0answers
88 views

2D scrolling background sprite, Direct X, and C++

Here is a quick rundown of my problem. I am trying to make a 2D scrolling shooter, using a sprite to render the background. This works fine by itself, it has the scrolling effect I am looking for. The ...
0
votes
1answer
119 views

Render just the pixel under mouse cursor in DirectX

I'm having difficulties rendering just a single pixel which is on the defined coords of viewport. I'm using D3DXMatrixPerspectiveOffCenter function, but the result is not what I expected. Here is ...
-1
votes
1answer
61 views

simple win32 window wont show [closed]

The program compiles and runs successfully but does not show a window, it simply ends immediately. #include <Windows.h> LRESULT CALLBACK WndProc( HWND hwnd, UINT message, WPARAM wParam, ...
0
votes
1answer
109 views

Rendering a simple game and multiple simple geometry [closed]

For a while I have been looking to create a simple 2D game, but I have been lacking in time to create such a thing, recently I have had more time to purse that. I have been working my way though some ...
0
votes
1answer
150 views

How do I implement my old OpenGL-based gfx_render_triangle_list using DX11?

I am working at a game that has lots of procedural content. I had built a game engine using OpenGL that handles everything needed for creating a basic 2D game, sprites, primitives, blending, polygons ...
0
votes
0answers
43 views

DirectX9 toggling display problem

How can I reset a render target? I am trying to toggle between fullscreen mode and windowed mode but without success. I've tried all the possible combinations in the code below. I am rendering to a ...
0
votes
1answer
123 views

How do I create a camera for a strategy game?

How do I make a camera for a strategy game? Think something in the style of Warcraft 3, so you can lower the camera angel and view the world in a somewhat 3D format. Do I need to have some coordinate ...
2
votes
2answers
217 views

Implementing multithreaded loading screens

Ok, I have fairly little multi-threading experience, but i have done a similar thing before without issue...but this has me stumped. This is in C++, Directx9 Visual Studio... My game basically runs ...
0
votes
0answers
166 views

How can I render multiple windows with DirectX 9 in C++?

I'm trying to render multiple windows, using DirectX 9 and swap chains, but even though I create 2 windows, I only see the first one that I've created. My RendererDX9 header is this: #include ...
3
votes
1answer
400 views

creating a UI menu in c++

Im currently working on a 2D Game where the users can interact with specific nodes and are able to edit certain bits of information and I also plan for the users to be able to click buttons to set ...
2
votes
1answer
86 views

How to debug Direct3D resource leak?

When I close my application, I get the following errors in the Direct3D Debug output: Direct3D9: (INFO) :MemFini! Direct3D9: (ERROR) :Memory still allocated! Alloc count = 20 Direct3D9: (ERROR) ...
2
votes
2answers
84 views

How to correctly check for HW T&L on Direct3D?

In theory, to check for HW T&L in Direct3D, one calls IDirect3D9::GetDeviceCaps and checks for the HWTRANSFORMANDLIGHT flag to be set in the returned structed. However, the documentation states: ...
0
votes
0answers
39 views

FillOpacityMask() not working

I'm attempting to use a Direct2D feature called an opacity mask where the alpha values from one PNG image are used to determine the transparency of another image: ...
0
votes
0answers
111 views

rendering minimap from large bitmap

I'm trying to create a minimap for my game but am having an issue. I'm using Direct2D as the graphics API and have a ID2D1Bitmap* which contains the pixel data for the loaded area of the world. I'd ...
1
vote
1answer
169 views

2D Matrix Transformation (with a Player and Ground)

I have a simple game that I'm trying to do for learning purposes, but Matrices are a bit hard, especially in DirectX. I currently have a tilesystem that renders tiles at the screen and a character ...
5
votes
2answers
284 views

D3D/DXGI handle fullscreen transition

I have a D3D11 application, and I want to add proper fullscreen suport. Now I can let DXGI switch my window to fullscreen for me, and I'm under the impression that DXGI will take care of everything ...
0
votes
1answer
195 views

DirectX9 fullscreen, render immediately?

Is it possible, somehow to avoid the single frame of black that appears before a DirectX9 window is displayed in fullscreen? My code looks like this. INT WINAPI wWinMain( HINSTANCE hInst, ...
0
votes
2answers
191 views

Is it viable to wrap D3D to change its API style?

I have an interest in developing games professionally and have started learning DirectX 11 to that end. I come from a Java background, but with the recent changes introduced with C++11, I've come to ...
0
votes
2answers
206 views

Go to fullscreen and back in directX

I'm now learning how to use directX (10 - 11), and i use materials from SDK samples, http://www.rastertek.com/ and http://takinginitiative.net/category/graphics-programming/directx-10-tutorials. But i ...
1
vote
1answer
179 views

DirectX procedural programming

Well I'm learning DX11 and I hope someday I can start a simple 3D engine. I'm following tutorial series and I realised that I have no need to create any class to mantain my code (the tutorials also ...
0
votes
1answer
102 views

Why and how should I cast DirectX function parameters?

I'm learning DX11 and I found that in some D3D functions, a parameter has to be cast just like in the GetBuffer function of the swapChain: the third parameter has to be of type void*, so when calling ...
0
votes
1answer
219 views

DirectX 9.0c and C++ GUI

Well, I'm trying to code a gui for my engine, but I've got some problems. I know how to make a UI overlay but buttons are still black magic for me. Anything I tried was to compilcated ( if it goes big ...
1
vote
1answer
106 views

Texture the quad with different parts of texture

I have a 2D quad. Let say it's position is (5,10) and size is (7,11). I want to texture it with one texture, but using three different parts of it. I want to texture the part of quad from x = 5 to x ...
9
votes
4answers
497 views

Avoid if statements in DirectX 10 shaders?

I have heard that if statements should be avoid in shaders, because both parts of the statements will be execute, and than the wrong will be dropped (which harms the performance). It's still a ...
3
votes
1answer
256 views

Spherical to Cartesian Coordinates

Well I'm reading the Frank's Luna DirectX10 book and, while I'm trying to understand the first demo, I found something that's not very clear at least for me. In the updateScene method, when I press A, ...
4
votes
1answer
283 views

Zooming into Mouse Position

I'm trying to implement my camera class for a simulation. But I cant figure out how to zoom into my world based on the mouse position. I mean the object under the mouse cursor should remain at the ...
1
vote
1answer
120 views

Direct3d - Code structure

I'm learning directx in a master's degree and they taught us to have a GraphicsLayer class which is the one connecting with the direct3d library. That way this class is completly independent from the ...
2
votes
0answers
233 views

Where is the Shader Designer?

I have VS2012 Ultimate and I've been trying to access (find) the Shader Designer. I searched through MSDN's text and Channel9's videos, but they keep failing to mention how to access it... Can ...
5
votes
2answers
5k views

Does Windows 8 still support DirectX 9?

Is Windows 8 supporting DirectX 9? Because I was looking through some samples written in C++ and DirectX 9 made for Windows 8. It wasn't that, like I know it ( look here ...
1
vote
0answers
154 views

Obtaining a HBITMAP/HICON from D2D Bitmap

Is there any way to obtain a HBITMAP or HICON from a ID2D1Bitmap* using Direct2D? I am using the following function to load a bitmap: ...
-2
votes
1answer
195 views

Confusing Callbacks

I'm trying to programm now a "game", and started with the EmptyProject that's provided by the DirectX SDK. The problem is that the Callbacks are confusing me. Can please someone explain me? Edit: ...
2
votes
1answer
88 views

DirectX 9.0c Lights?

I'm still learning DirectX from a book. It says that a graphiccards can only handle 15 lights. I'm just a bit confused , there are a lot of games using more lights, or are this just some alpha ...
-1
votes
2answers
468 views

Game Engine Design

Is there any guide how to or better what a good Game Engine ( for DirectX ) must contain? I've been reading certain books, but I want to get sure. My own Engine ( called KaDI ) contains: ...
1
vote
1answer
88 views

Task Core dividing

How can I divide the tasks for diffrent cores? E.g. 4 Cores func1() -> core1 func2() -> core2 func3() -> core3 func4() -> core4 Is there special libary for this? Or do I have to use the old ...
0
votes
1answer
124 views

Player Movement DirectX

I'm reading on a Book that's about Gamedevelopment with C++ and DirectX 9. There is something that interrests me: It says that playermovements are increasing with the power of the CPU. Becouse a ...
0
votes
4answers
688 views

DirectX 11 Constant Buffers vs Effect Framework

I'm having some trouble understanding the differences between using constant buffers or using the effect framework of DirectX11 for updating shader constants. From what I understand they both do ...
-1
votes
3answers
398 views

How do I switch from XNA to C++? [closed]

So, I heard somewhere that Microsoft intends to phase out XNA in favour of using the DirectX method. I've always wanted to learn, but all I ever did in XNA was simple 2D games. I was wondering if ...
-2
votes
1answer
137 views

Rendering projectiles [closed]

I'm working on a simple game that has the user control a space ship that shoots small circular projectiles. However, I'm not sure how to render these. Right now I know how to make a LPDIREC3DSURFACE ...
3
votes
2answers
313 views

CreateRenderTarget returns 0x80070057 in big surface resolution

I have created the SLI merged desktop of three 1920x1680 monitors, so the desktop resolution is 5760x1080. There is a 0x80070057 error, while calling CreateRenderTarget to create the RT_Surface: ...
-1
votes
1answer
108 views

DirectX UV Coordinates not responding?

My UV coordinates never respond to me for some reason. It is just UV mapping itself in the smallest way possible. It's a tile-able texture and the program is subdividing so much I can't even zoom in ...
1
vote
2answers
151 views

How does my program know which variables to link to the shader?

I am using DirectX and C++. I never understood how my VertexDeclaration knew what variables were the UV map and which were linked to the position. I have in my shader Position : POSITION and Texture : ...
2
votes
1answer
429 views

Multi-textured Terrain?

How would I accomplish multi-textured terrain? I need to know how to write the HLSL shader for it. The world already UV maps itself and I can get it to do 1 texture at a time. But I want more than 1 ...
1
vote
1answer
202 views

Highlight edge on 3d cube in directx

I want to make a 3d editor in DX9/XNA for a project I'm working on. I'm just thinking through how I would go about certain tasks and I'm stuck on one particular thing, which is crucial to making the ...
0
votes
1answer
117 views

How would I write a shader that supports 2 different texture coordinates?

Hi I am not very good with writing shaders. How would I make a shader that simply supports 2 texture coordinates so I can load up 2 different textures to be used at the same time but on different ...
1
vote
1answer
236 views

How would I get this to UV map correctly?

Alright so I have my code to draw out a big landscape using C++ and DirectX. I had it textured with one texture and then needed to add more. I saw people doing it where they had 1 texture image and ...

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