DirectX 11 is the latest release of Microsoft's collection of APIs which contain features to aid in game development.

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Realtime local reflections of particle system

I'm finding my way around CryEngine 3 (through Steam) and want to create a simple effect where a fire on shore is reflected in a body of water. For testing purposes, I've made the water dead calm... ...
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30 views

D3D11 shader signature validation with SV semantics

I'm trying to figure out what the rules are for linking the outputs of one shader stage to the inputs of the next. Since D3D11 does not have any error checking for linkage between shader stages, I ...
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23 views

How to blend multiple normal maps?

I want to achieve a distortion effect which distorts the full screen. For that I spawn a couple of images with normal maps. I render their normal map part on some camera facing quads onto a ...
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19 views

Peculiar problem rendering specific triangles

I've encountered a strange problem with a peculiar [not quite] solution. This problem is that certain polygons aren't rendered unless I run 'fraps'. Needless to say, I would much rather my program to ...
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1answer
31 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.
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1answer
107 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 ...
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1answer
28 views

Rotation with XMMatrix to Rotation with XMFLOAT3

I'm rotating a Direction Light around a fixed object, so the light only contains a XMFLOAT3 to determine it's direction that it is facing. I have another object rotation using the variable Rotation ...
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2answers
109 views

Implementing directional lighting in voxel based polygon-engine

I'm having trouble implementing directional lighting. (I'm not that familiar with 3D.) The problem is that the lighting does not "follow/flow with" the other blocks next to them. How should I fix ...
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1answer
32 views

Creating Direct2D PathGeometry from XAML format

Is it possible to create a Direct2D PathGeometry object from a XAML string (or from any other vector format) or do I have to create such a parser myself?
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1answer
36 views

D3D11 Can only Pixel Shader and Compute Shader stages write to buffers?

I am reading Practical Rendering and Computation with Direct3D 11. In the book the D3D11 pipeline is often described with this image: In the Chapter about resources, Paragraph about buffers, I ...
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1answer
90 views

Game Engine Entity/Component with Services Architecture

I'm currently working on my first game engine and decided to use the entity/component model with services. Background: My GameEngine class is an Entity and has multiple services that are Components, ...
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2answers
46 views

Usage of render states in Direct3D 11.x?

I know there are four different render states. They are Blend State Depth Stencil State Rasterizer State Sampler State One of my Direct3D reference books say that Direct3D is a state machine. ...
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82 views

Fast fullscreen quad rendering in Direct3D 11?

For the last few weeks, I've been trying to port a DX9 implementation of HDR rendering (tone mapping, bloom, stars, etc.) over to DX11. I believe I've got all features working but I'm not getting good ...
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26 views

Trying to render a texture on Windows.Forms.Panels

Using a SlimDX.Windows.RenderForm, I want to dynamically create a texture of a map of the US, copy that texture to 2 other textures, then draw unique radar data onto each texture. Then I will pass ...
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44 views

Pixel Shader : Backbuffer is 'Black'

After Fiddling around I am pretty sure this is not a Shader issue. Edit 4: The only diference I can see is that BasicEffect calls these methods before drawing: // Make sure that domain, hull and ...
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30 views

How can I mark a pixel in the stencil buffer?

I never used the stencil buffer for anything until now, but I want to change this. I have an idea of how it should work: the gpu discards or keeps rasterized pixels before the pixel shader based on ...
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1answer
69 views

How to make other semantics behave like SV_Position?

I'm having a lot of trouble with shadow mapping, and I believe I've found the problem. When passing vectors from the vertex shader to the pixel shader, does the hardware automatically change any of ...
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1answer
75 views

Manually writing a dx11 tessellation shader

I am looking for resources on what are the steps of manually implementing tessellation (I happen to be using Unity CG, but any help is appreciated). Today it seems that it is all the rage to hide ...
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2answers
81 views

How do I get the DirectX project templates to appear in Visual Studio?

I have DirectX11 on Windows 7, and I also have VS13 Express for Desktop. In some tutorials I have seen that there's an option on VS13 for new project on DirectX, but doesn't appear in my VS13. Is it ...
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1answer
111 views

How do I set up a depth buffer in SharpDX?

I draw some instanced cubes, but when i rotate the camera (or the world) some cubes that should be behind other cubes are drawn before the cubes. I already had this issue a long time before and i ...
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1answer
94 views

Frustum culling vs draw calls

In a more performance-sensitive environment than a desktop CPU/GPU (namely a mobile device) is there really a point in determining whether or not to skip drawing non-visible objects vs reducing the ...
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1answer
100 views

When should I use instancing versus a constant buffer?

I've heard something about instancing and understood it's useful for drawing the same object many times with slight changes. It's faster because you call the draw function once per frame and update ...
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2answers
35 views

Multiple colored textures vs Color Overlay

Let's say we're using DirectX 9/10/11. In our game we have a character wearing armor. The armor has 50 different color variations. So, if armor is red, the first method would load the red texture ...
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1answer
29 views

DepthStencilView and alphaBlendState

I have create a 2D game with directx11 and i want to use a depth buffer instead of a painter's algorithm to draw the sprites but i have a problem since i'm not really good with directx 3d programming. ...
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1answer
44 views

Getting access violation because of ID3D11Buffer [closed]

I try to create a simple class store my model variables vertex array and vertexbuffer. So I create an array of myclass to create and manage object dynamically. But when hr = ...
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2answers
43 views

Texture2DArray in Directx11 with different formats

I'm trying to create a texture2DArray from multiple of images, each of which has different formats, and I got the following error from the DirectX11 debug layer. D3D11 ERROR: ...
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1answer
89 views

Draw call optimization for multiple meshes in DirectX11

I have a large scene in a B3D model, which includes about 120 meshes as in the following pictures: Each mesh contain a vertex buffer and material information such as diffuse, specular, ambient... ...
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2answers
91 views

Can't read .cso files but I can read their .hlsl versions?

Well I've been trying to read a .cso file to use as a shader for a DirectX program I'm currently making. Problem is no matter how I implemented a way to read the file it never worked. And after ...
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1answer
34 views

How to create two objects from one vertices array with translate?

I have an object and I can render it but I want to use its vertices twice but I don't know how to. this is my code reading object from txt: fin.open("piyon.txt"); fin >> vertexCountpiyon; ...
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1answer
64 views

odd line artefacts on my screen? (C++ DirectX11)

I'm getting some odd lines on my screen in my program: They seem to be in a static location on the screen and occur at regular intervals. They are also on the horizontal too but are harder to see in ...
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39 views

2D Quads Depth Rendering (DirectX11)

Ok. Did the searches, found some answers that weren't related and a lot of answers telling people to search... Sooo, anyway, pretty simple question. Just looking for a simple answer, no need to go ...
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2answers
96 views

Should I use different input layout for meshes (vertices) with and without normal maps?

I'm writing an DirectX11 game. About 60% of my game models (or "of my vertices") have: Position Texture coordinate Some of them use: Position Texture coordinate Normals And few of them: ...
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1k views

How many active shaders at one frame in the game (should I typically use)? 5? Or more like 100?

I have a question: how many shaders are usually active at the same time in one scene in modern games? I mean: I know that multiple shaders are being used (switching between them in each frame). And ...
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1answer
64 views

DirectX 11 Updating Resolution

Searched for a while thinking this would have some obvious tutorials but I can't find anything... which makes me think I must be using the wrong wording because it seems obvious. Anyway, when I ...
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1answer
105 views

Quad Texture to Pixel Screen Space (DirectX 11)

I think I must be using the wrong wording for what I want, because I seached and just kept finding pixel shader questions. But this seems like something that anyone making a 2D game would want. ...
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1answer
64 views

How many views can be bound to a 2D texture at a time?

I am a newbie trying to learn on DX11.x. While reading about resources and views in MSDN, I thought this question For a given 2D Texture created with ID3D11Texture2Dinterface (or for that matter any ...
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2answers
114 views

2D Rendering in DX11. Texture Storage and Reference

I'm trying to think of the best way to manage textures in my 2D game. First, I am using DX11, so right now my "textures" are just pointers to a ID3D11ShaderResourceView created by ...
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1answer
57 views

Frustum culling + instancing

I've implemented instancing in my app and right now I have an instance buffer holding position data for all instances. But I'd like to also implement frustum culling which would cull some of the ...
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1answer
47 views

Is there any way to change texture filtering globally in Direct3D 11?

One of the major changes I have encountered between Direct3D 9 and Direct3D 11 is the new API for setting up texture sampling. In D3D9, it was sufficient to simply set a given value of a given ...
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1answer
98 views

Calculating normals after displacement mapping

I'm using C++, DX11 and tessellation. After tessellating a triangle I apply displacement mapping to the new vertices. But they still have the original triangle's normal so the lighting calculation ...
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1answer
50 views

How To Set Constants Using ID3DShaderReflection

I got to the point where I am tired of hardcoding shaders and decided that it was now time to look into using ID3D11ShaderReflection to get data from the shader and set my shader's constant buffer ...
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2answers
84 views

DirectX: Render the black bars

I'm still quite a beginner in the industry. I'm working on a game with some friends and I would like to add a cinematic between 2 levels like in the attached picture. My question is how can I render ...
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1answer
96 views

Is it ok to mix shader types?

The title might not be precise. Let's say I have one material consisting of vertex and pixel shader, another one consisting of vertex, geometry and pixel shader, and yet another one consisting of ...
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2answers
62 views

InputAssembler and emtpy/incomplete buffers

I was wondering what the InputAssembler does if the size of the bound buffers does not match the vertex count of the Draw() call. I've seen the example at ...
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DX11 ID3DX11FFT as post

I'm trying to implement bloom using FFT during post processing. But I have no experience with compute shaders and so far. DX11 has the ID3DX11FFT interface, which encapsulates compute shaders under ...
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2answers
97 views

How do I correctly multiply an XMMATRIX by a scalar?

Using DirectXMath and its XMMATRIX structure in C++ and Direct X 11, how does one multiply that matrix structure by a single float scalar? I want to implement the operation B = A * f; where A and B ...
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1answer
68 views

Getting invalid argument error on R32G32B32_FLOAT texture creation

D3D11_TEXTURE2D_DESC texDesc; texDesc.ArraySize = 1; texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; texDesc.CPUAccessFlags = 0; texDesc.Format = DXGI_FORMAT_R32G32B32_FLOAT; ...
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1answer
216 views

How to debug DXGI_ERROR_INVALID_CALL errors?

I am developping an application using SharpDX and on one of my machines the call _swapChain = new SwapChain(factory, _device, desc); fails with the error message HRESULT: [0x887A0001], Module: ...
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1answer
96 views

Rendering to specific face of a cubemap

I have working omnidirectional shadow maps for point lights. Rendering a shadow map for one point light consists of rendering the scene to 6 separate rendertargets, then send those render target ...
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1answer
107 views

Difference between texture arrays and multiple single textures?

I've just learnt that DirectX 10 and above have a feature called "texture arrays". Which, basically, is just a normal array of textures (shader resources) which in a shader is declared like: ...