Tagged Questions
1
vote
1answer
82 views
Texture Shaders vs. Pixel/Fragment Shaders?
My question is a simple one.
Functionally, practically, and performance-wise, what are the differences between using a D3DX Texture Shader, and using a Pixel/Fragment Shader rendered with a full ...
1
vote
2answers
98 views
DirectX How to Gernerate Vertices for Diamond Shape and Render it?
How to generate vertices for 3D Diamond Shape in DirectX?
EDIT:
I am creating an application which receive DIAMETER, CROWN, GIRDLE and PAVILION as parameter and render a model of diamond according to ...
-2
votes
1answer
42 views
How to use D3DXIntersectTri function to find intersected point?
How to calculate direction for D3DXIntersectTri function to find intersected point? And after getting the result in Distance how to get that coordinate(XYZ)?
0
votes
2answers
98 views
D3DXCreateEffect Performance
Current performance analysis shows that D3DXCreateEffect is called many times with different shaders. Between each call, the D3DCompile DLL is being loaded and unloaded. Is there an easy way to keep ...
-1
votes
1answer
93 views
How to Render Cylinder with built in function D3DXCreateCylinder in Directx9 with Delphi-Xe2 and JEDI? [closed]
I'm new to Directx and i want to render Cylinder using "D3DXCreateCylinder" function.
I using Delphi Xe2 and JEDI for DirectX9.
0
votes
2answers
183 views
Using DirectX9 within Visual Studio 2012 in Windows 8?
Asking the question here simply because my PC is down for the count for a while and wasn't able to stave a curiosity before that happened.
I picked up a few books about programming Games in DirectX, ...
0
votes
0answers
164 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 ...
1
vote
1answer
167 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 ...
2
votes
0answers
375 views
2D Line drawing with Pixel Shaders
Recently I asked a question, what is the fastest way to render 2D lines using DirectX, and one of the answers mentioned this paper on Fast Prefiltered Lines which uses Pixel Shaders to accomplish ...
8
votes
3answers
483 views
Isometric smooth fog
I'm working on a simple 2d game with direct3d 9. It's a isometric game with diamond tiles and a staggered map. This is what I have:
As you see I have some kind of fog which is acomplished by having ...
0
votes
2answers
208 views
How can I capture every frame in DirectX 9 using a shader
This is actually a follow up to this question
How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile
The proponent of the best solution suggested that I ...
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 ...
4
votes
3answers
934 views
How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile
I know that in OpenGL I can do something like this
glReadBuffer( GL_FRONT );
glReadPixels( 0, 0, _width, _height, GL_RGB, GL_UNSIGNED_BYTE, _buffer );
And its pretty fast, I get the raw bitmap in ...
3
votes
2answers
311 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:
...
0
votes
0answers
83 views
How to get warnings when compiling fx files
When I compile DirectX shaders (.fx files), I dont see any compiler warnings unless there was an error in the effect.
This happens both when using the offline FXC compiler, as well as calling ...
6
votes
1answer
293 views
How do I get FEATURE_LEVEL_9_3 to work with shaders in Direct3D11?
Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and ...
9
votes
3answers
866 views
Pixel-perfect rendering to a rendertarget with a fullscreen quad
I have some trouble rendering a bunch of values to a rendertarget. The values never end up in the exact range I want them to. Basically I use a fullscreen quad and a pixel shader to render to my ...
0
votes
0answers
130 views
Setting a Direct3D world matrix by an array
Outside of the DirectX class I have objects that hold their own transform matrix (this is calculated every frame by the physics system) held in a linear array of floats
//rotation Mat|Position
[m0, ...
1
vote
2answers
340 views
DirectX Flicker
I'm using DirectX 9 via SlimDX (C#). My screen flickers a lot during rendering. I dug a little deeper and see that the surface is being cleared early. Here's an example:
...
1
vote
1answer
470 views
where have the shape drawing functions gone in DirectX10?
such as the CreateTeapot function - http://msdn.microsoft.com/en-us/library/windows/desktop/bb172798(v=vs.85).aspx
Is there an equivalent in DX10? If so, how do I use it?
In DX9 you..
Declared:
...
2
votes
1answer
1k views
Does the latest DirectX SDK support both Direct3D 9.0c and 11?
1) What is the latest version of DirectX SDK?
2) For my purposes I need DirectX 9.0c SDK and DirectX 11 SDK. Do I need to install these libraries separately or last DirectX SDK package contains both ...
5
votes
4answers
197 views
Is there any guarantee about the graphical output of different GPUs in DirectX?
Let's say that I run the same game in two different computers with different GPUs.
If for example they are both certified for DirectX 10. Is there a guarantee that the output for a given program ...
2
votes
2answers
300 views
How can one access the depth buffer for Unreal Tournament 2004?
I'm looking for a way of getting depth buffer data for a virtual 3D sensor.
Currently the method used is raycasting (implemented in UnrealScript), but I want to use the depth buffer data instead for ...
8
votes
4answers
1k views
In a 2d tile based game, what is a good method for scrolling?
I am using Direct3D with the D3DXSPRITE wrapper to draw the tiles to the screen. I have a tile class which contains members such as collision and tile type, then i have an array of tiles e.g.
Tile ...
5
votes
2answers
948 views
3D primitive rendering library
I am looking for a library which would easily allow me to render shapes (cubes, spheres, lines, circles, etc.) in 3D3 and OpenGL if possible. I want to be able to rapidly design visual debugging tools ...
2
votes
2answers
823 views
Rendering with Direct3D
I'm slightly confused about how Direct3D rendering works. Basically, as long as I render to one surface, everything is fine. But when I try rendering to multiple surfaces, it seems like everything is ...
4
votes
2answers
3k views
2D graphics with Direct3D
I'm trying to work with 2D graphics using Direct3D 9, but am not sure where to start. Right now I'm using a texture as the "draw buffer", and drawing that texture to screen. For the simplest things, ...
3
votes
4answers
811 views
How do I convert DirectX's .X from binary encoding to text encoding and back
As far as I know, .X format can be text encoded and binary-encoded.
I basically want to look into the model I'm playing with, get a better understanding of .X, possibly make some changes in it and ...

