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2answers
183 views

temperamental ID3D10EffectVectorVariable

I am setting an HLSL effect variable in the following way in a number of places. extern ID3D10EffectVectorVariable* pColour; pColour = pEffect->GetVariableByName("Colour")->AsVector(); ...
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1answer
272 views

LPD3DX10FONT::DrawTextA/W messes up the depth buffer!

why does calling this function mess up the depth buffer? I read somewhere that it cheekily changes the blend state, but to be totally honest I don't even know what that means. What is it doing, why is ...
2
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2answers
772 views

HLSL: how to get/set effectvariable to an array of structs with Direct3D10

HLSL Code: //Lights struct Light { float3 pos; float3 dir; int type; } m_aLights[3]; How can I get/set an effectvariable to m_aLights with Direct3D10? Thanks
5
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1answer
763 views

On Creating a D3DX10 texture atlas

I have a DirectX10 texture (ID3D10Texture2D) that I load from disk with the following code: CComPtr<ID3D10Device> spD3D; // Initialized correctly elsewhere hr = D3DX10CreateTextureFromFile( ...
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1answer
1k views

What is instancing, and how can I update my graphics code to do it?

This question directly follows on from this one: How can I implement a renderer that can draw many kinds of primitives? I have a small amount of drawing code structured in the following way: A mesh ...
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2answers
911 views

Converting from different handedness coordinate systems

I am currently porting a demo from XNA to DirectX which, as I understand it, both have coordinate systems with different handednesses. What are the things I need to bare in mind when converting ...
2
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2answers
280 views

The Correct Usage of DLLs with a DirectX Game?

I'm using DirectX 10 (in C++) to make a game engine, and a test driver program on top of it. Now that I've written many messy rough drafts of an engine, I want to make the final (or sorta final) ...
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4answers
211 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
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2answers
2k views

Why isn't my mouse input working as expected in a DX10 game?

I've made myself a camera for a DirectX 10 game, and the keyboard control works fine. However, I can't see to get the mouse to work. My biggest problem is I can't find out how to hide the mouse on the ...
8
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1answer
718 views

How can I implement a renderer that can draw many kinds of primitives?

This is somewhat linked to a question I previously asked concerning the drawing of indexed primitives. My problem was that I was only drawing one cube when I wanted to draw many. I was told that the ...
2
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2answers
1k views

How do I use D3DXVec3Normalize()?

It accepts two parameters, the first is an out parameter - a pointer type, so a referenced variable or a pointer to a variable - the second parameter is an in parameter of the same type but const. ...
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1answer
1k views

How can I draw many objects on screen instead of just one?

Like many beginner graphics programmers I followed a tutorial which showed me how to set up buffer descriptions and fill out the vertex buffer etc... - the steps involved in drawing a simple indexed ...
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2answers
1k views

Where have the cross and dot products gone in DirectX10?

In D3D9 there were functions to deal with D3DXVECTOR3's in order to calculate dot and cross products. However these have disappeared from the math library in D3D10. I assume they must have gone ...
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1answer
382 views

DirectXCollision.h missing

I am using DirectX10, June release and I am trying to #include <DirectXCollision.h> so that I can use the bounding objects, however it does not seem to be there. Am I missing something ...
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2answers
429 views

ID3D10Device pointer problem

sorry in advance for the large chunk of code. Basically when placed in the same file this works fine, but if placed in separate files (and I have tested this) just after Init() is called, the pointer ...
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2answers
504 views

DirectX 10 - determining if hardware device is available

I am writing an offline renderer using SlimDX and Direct3D 10 that will need to be run on machines without graphics cards (servers). On these machines, I'll be using the WARP software renderer. Is it ...
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1answer
191 views

Where is ID3D10EffectShaderResourceVariable::SetResourceArray in SlimDX?

I don't know if I'm just not looking in the right place, but I can't find ID3D10EffectShaderResourceVariable::SetResourceArray anywhere in SlimDX. Anyone have any idea how I should be calling this?
5
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2answers
4k views

Direct2d off-screen rendering and hardware acceleration

I'm trying to use direct2d to render images off-screen using WindowsAPICodePack. This is easily achieved using WicBitmapRenderTarget but sadly it's not hardware accelerated. So I'm trying this route: ...
5
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3answers
1k views

How to run DirectX10 on non-compatible hardware?

I'm going to be away for a little bit, bringing my netbook with me to do some basic DirectX10 stuff. How can I run DX10 on DX9.0c hardware?
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1answer
987 views

Simple Terrain Rendering

For some reason I can not find a good example of terrain rendering, as in like "bare bones". Im reading Introduction to game Programming with DX10, and i've seen some other tutorials....but they all ...
4
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1answer
241 views

Why does PIX suggest my frames are rendering out of order?

When my application goes into a fullscreen state my movement is not smooth. It seems like frames are not rendered in the correct order, doing something like: 1, 3, 2, 4, 6, 5, ... making the movement ...
2
votes
1answer
743 views

Mesh with Alpha Texture doesn't blend properly

I've followed example from various place regarding setting OutputMerger's BlendState to enable alpha/transparent texture on mesh. The setup is as follows: var transParentOp = new ...
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1answer
574 views

DirectX10 How to use Constant Buffers

I'm trying to access some variables in my shader, but I think I'm doing this wrong. Say I have a constant buffer that looks like this: cbuffer perFrame { float foo; float bar; }; I got an ...
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3answers
1k views

Converting DirectX 9 code to DirectX 10

Preface: I purchased Programming an RTS in DirectX recently, and I know the code uses DirectX 9, but it has fantastic reviews and is apparently one of the best books you can get on beginning ...
5
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1answer
2k views

XNA or SlimDX (DirectX 10) for multitouch rhythm game simulator

I'm looking to develop a multitouch rhythm game in C#. It is aimed to be a simulator for an existing arcade game, similar to this: http://www.youtube.com/watch?v=TAiNNpA3wwg So far, I've decided on ...
2
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1answer
1k views

How to load a mesh from the .X-format in DirectX10 via SlimDX?

As of DirectX10, the usual functions to load a mesh in the .X-format are marked as deprecated and they are DX9 functions anyway. How can I load a mesh from the .X-format into an ID3DX10Mesh object ...
2
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1answer
682 views

What 3d mesh formats usable with DirectX10 are there?

I want to load a mesh into my game (written in C#, if this matters) but am not sure what mesh format to use. What mesh formats are there, how easy/hard it is to load them into DirectX10 and what's the ...