DirectX 11 is the primary graphics API for Microsoft platforms including Windows, Xbox One, and Windows phone.

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DX11 CreateTexture2D

When i want to load texture i can either call CreateTexture2D without passing pointer to texture content passing Default usage and call UpdateSubResource or CreateTexture2D with pointer to texture ...
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Is object space the same as local space?

I was in directx 11 and was wondering is local space the same as object space and if not, what is object space?
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Resizing orthographic camera while zoomed

I have a orthographic camera. With the help of this camera i'm able to render a quad onto the screen using screen-cordinates. Using the camera i perform the zoom in/out on specific mouse position ...
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41 views

Refraction and transparency?

I need to do some refraction in a sphere. Do I need to make the object transparent first? Or just use refraction(refract) in HLSL DirectX?
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RWTexture3D in Compute Shader on Intel HD 4000

I'm having some weird issues running a Compute Shader with DirectX 11 on an Intel HD 4000 GPU. The goal is to write different shapes into a DXGI_FORMAT_R32_FLOAT 3D Texture with a size of ...
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27 views

The steps in implementing Bézier triangle patches

What are the steps in creating a Bézier triangle patches. What steps would you do in order to create this in directx 11? Say I just input 3 vertices and create a simple triangle. Is this enough? Or ...
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PN TRIANGLES is Bezier Triangles right?

JUst wondering the term pn triangles is the same thing as saying bezier triangle patch??/
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62 views

DirectX 11 Problem with texture loading

I am trying to load a texture into my 3d graphics application. I am having trouble with my sampler state specifically. There are no errors generated just my little popup window saying, "Texture failed ...
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59 views

Zoom at a specific point using Orthographic camera

Currently I can perform Zoom which seems to be working fine but essentially what I'm really trying to do is zoom on a position offset from center as currently when I zoom then zoom is performed at the ...
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75 views

Why is quad rendered at the center (0,0) instead of top left when using orthographic projection

I have been trying to render a quad(containg a texture) using orthographic camera so that the quad can be rendered using the screen coordinates directly. I started of by rendering just a triangle ...
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61 views

Windows 10 User has only DX 10.1 API

A user of ours has an issue whereby they cannot run our application, which requires DX11 API support and hardware support for DX10.1. The strange this about this issue is that the user is running ...
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Struggling with simple orthographic projection for a 2D setup

I'm trying to build a simple setup for 2D using SharpDX. Basically I want to supply my vertices in classic Cartesian coordinates: X-right, Y-up, starting with (0,0) in bottom-left corner. I've had ...
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D3D11 Weird Tessellation patterns

I'm having a very peculiar problem regarding quad-patch tessellation. I'm building a planetary renderer using spherified cube and chunked LOD (6 quadtrees, 1 per original cube face). I have reached a ...
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GBuffer and SMAA

I am doing my rendering engine. It contains GBuffer that has no subsamples (only 1 sample per pixel). I added FXAA post-processing filter and it works good. I decided to do better and after some ...
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21 views

Is it possible to use mipmaps with dynamic textures in Dirext 11?

I was trying create a texture with D3D11_USAGE_DYNAMIC and MipLevels equal to 0 (to create all the mip levels). However, the texture failed to be created. Is it possible to use mipmaps with dynamic ...
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31 views

How do I toggle color writes in SlimDX 11/Direct3D 11 with FeatureLevel 10?

I'm having trouble setting the RenderTargetWriteMask field of a RenderTargetDescription struct. I simply want to toggle color writes but every time I try to enable the the color writes are changed ...
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38 views

Doubts with results of per-vertex lighting shader

I'm researching simple shaders to add to my DirectX 11 project such as a per-vertex diffuse shader plus specular reflection component. I'll begin with the results: Seems specular reflection is ...
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27 views

Why does Intel Graphics Monitor crash after I set a depth stencil state in my Direct3D 11 application?

I'm programming a managed Direct3D 11 application with SlimDX. I want to use Intel Graphics Monitor to capture draw calls for a single frame. When I try to set a depth stencil state my application ...
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22 views

Why does PIX crash while creating render target views in my D3D11 application?

I'm trying to use PIX to debug my Direct3D11 application. PIX crashes and gives the following stack trace: Frame 000001 ........PRE: <this=0x054338e0>IDXGISwapChain::GetBuffer(0, ...
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23 views

SlimDX 11: Setting Multiple Render Targets

I'm using SlimDX 11 in my managed Direct3D application. I would like to implement deferred shading. I'm having trouble when I try to set a depth stencil surface and multiple render targets at the same ...
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44 views

Why won't my object go 3D DirectX11?

I am trying to make a 3d mesh within my code. For some reason it looks deformed, which makes no sense because I specified the vertices correctly I am pretty sure. Also sorry that I am posting loads of ...
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20 views

Driver crash creating vertex buffer

I am starting working on my first D3D "framework" but I get a driver crash (in nvwgf2um.dll) when creating a buffer. I have latest NVIDIA driver ID3D11Buffer* ...
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38 views

D3D11CreateDevice leads to syntax error [closed]

I'm following the book Introduction to 3D Game Programming with DirectX 11 by Frank Luna (link) and I'm trying to make the empty project in Chapter 4 (don't worry, I don't expect you to read the book) ...
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HLSL Buffer<> Data Type

I'm working on converting a dx11 shader from a .fx file for use in Unity3D and I'm a little puzzled by the HLSL Buffer<> type declared in the shader. More specifically, what are these and how can I ...
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54 views

Retricting movement to 3D axis

A cube is constructed in a 3D and can be rotated to view any side. I want to be able to drag the cube to any position with the mouse while keeping the Y-coordinate the same. I used project and ...
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41 views

Sampling in the Compute Shader not working

I'm trying to sample a image in the compute shader. My code is [numthreads(1, N, 1)] void VertBlurCS(int3 groupThreadID : SV_GroupThreadID, int3 dispatchThreadID : ...
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135 views

Screen point to world space conversion

I have a 3D cube that can be rotated with the mouse to show any side of the sphere.I want to be able to click a point on the cube and draw a circle around that point at a fixed height(so i dont need ...
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How can I write the depth buffer to a texture in D3D?

How can write the depth buffer to a texture? I see a lot of OpenGL examples, but I'm looking for one using Direct3D 11.
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175 views

How can I speed up this HLSL shader?

I have written a lighting shader file that is used as the fragment shader part of a deferred lighting pipeline. Unfortunately, each iteration seems to be adding 0.5ms to my frame time, so any more ...
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28 views

Geting contents of index bufffer

I would like to copy the contents of an index buffer into the system memory. ie get the array of indices used for the rendering. How would i go about this in directX11? i searched the interweb but ...
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46 views

Storing and rendering Mesh Data in stl container

I'm trying to refresh my DirectX11 knowledge, and ran into a problem while trying to render multiple meshes instanced. What I want to do is give my ObjectManager class the name of an .obj file and it ...
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DirectX11 Using Multiple Shaders

I currently have a scenario where I am rendering terrain with a shadow map. I have two passes, one for the depth buffer to create the shadow map (which is rendered to a texture) and a second that ...
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37 views

picking 3D objects rendered using instancing

i have a peice of code that renders a 3D image, say a cube. I require 3 cubes in in different locations, this is done using instancing and i am able to render the cube in 3 different locations. ...
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How can I prevent other applications from interrupting my game's exclusive fullscreen mode?

I am developing a game using D3D 11. When I got a pop-up message from a chat client (HipChat), my game's full screen mode is disabled because IDXGISwapChain::Present returns DXGI_STATUS_OCCLUDED. ...
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Vertex normals in the geometry shader using directx

I'm in directx 11 with the geometry shader. Is is possible to calculate vertex normals? Just one like segment per vertex? In the geometry shader? I did vertex normals per face, this is what I got, ...
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39 views

Distance per mesh in HLSL directx

I'm subdividing a sphere so when distance gets greater, the sphere is subdivided less to save memory. The sphere changes to another sphere when the distance is 10. My problem is that only one ...
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1answer
50 views

Full screen quad in the HLSL Directx 11

I want to create a full screen Triangle/Quad so I can blur the box that is the quad I made. I want to do this in the vertex buffer. I tried this code: struct VSQuadOut { float4 position : ...
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Does Direct3D 11 enable Z-clipping/discard by default?

I'm rendering simple 2D figures in DirectX 11.1 and I cannot get Z-values to be rendered; all pixels with Z != 0 get discarded. I'm doing proper world transform as far as I know. X/Y translations ...
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Using linestrip and geomtry shader for a ribbon trail effect? Problem with vertex orders

I'm using DirectX 11 and c++ and I've been trying to make a ribbon trail renderer. I was hoping to be able to not have to build every vertex on the CPU side, just keeping the, uuh, "keyframes", or ...
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107 views

How can I read the smallest mipmap back to the CPU after calling generateMips?

I'm implementing an adaptive tonemapper based on the standard "scale down the luminance map to a 1x1 texture" approach. This is my code following the rendering of the luminance map: //Average the ...
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Direct3D11: Directional Shadow Maps

I've recently implemented shadow maps on my project. However, I'd like to add a feature that allows the light direction to be dynamically changed, so that the terrain can be viewed using different ...
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28 views

How do I count the number of pixels that pass the depth test. stencil test

I cant seem to understand how to count the number of pixels that pass the depth test or fail. My book gives me: if( StencilRef & StencilReadMask ⊴ Value & StencilReadMask) accept pixel ...
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45 views

Pixel Shader from Visual Studio Graphics Diagnostics

i want to check my pixel shader variables in graphics diagnostics but unfortunately when i click start debugging in pixel history (mentioned below), a new tap will open and says source is not ...
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1answer
144 views

Efficient vertex buffer memory management?

I am building a voxel engine with a similar mechanism to minecraft(yes, I know...). It works by loading and unloading individual chunks of 16*64*16 cubes each in a square grid around the player. This ...
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What are other sources of screen tearing?

I have a DirectX11 based engine / application that is showing screen tearing on a certain system. The system has a large TV monitor with a GTX 980 graphics card. The tearing tends to happen in ...
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67 views

DX11 Losing Instance Buffer Data [closed]

I've got a function that basically creates different instance buffers into an array for me to use in my DrawIndexedInstanced call. But when I pass the vertex buffer and instance buffer through to my ...
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30 views

Bilinear filtering of output image in Direct3D 11

I'd like to render something at one resolution, but display it in a window at another resolution (e.g. render the scene at 640x480 and stretch it to a 1024x768 window). Simply resizing the window ...
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Getting rid of texture bleeding

Edit: I figured out what problem I was facing, it's called Texture/Pixel bleeding, which I was not aware of yet. I posted an answer below consisting of a small description of the problem and a link to ...
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DirectxMesh obj to cmo texture coordinates off

I'm having trouble getting the texture coordinates of the cmo to match how the mesh was unwrapped in blender. I am using the directxmesh to convert the obj to a cmo and the directxtk to load the cmo. ...
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DirectX is difficult sometimes [closed]

I recently started DirectX 11. Sometimes I can't get my head around it. First of all what are COM objects and why we do have to release them? I have done most of initialization, but I am stuck in ...