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

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DirecX 11 R8G8B8 24bit format without alpha channel?

This is maybe a stupid question but I can't seem to find texture format for simple 24bit R8G8B8? There is only 32bit R8G8B8A8, but some of my textures don't have alpha channel. Is there any way to do ...
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Using a DirectX Vertex Shader to Modify the Vertex Data in VRAM?

I'm working on a GPU-side particle system in DirectX 11 where the vertex shader uses a vector field encoded into the color channels of a texture to modify the positions of the vertices before drawing ...
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Problem Rendering a Wireframe Cube and Grid with DirectX 11

I am trying to draw a 3D Wireframe (just the lines that connect each vertex) Cube and a 10x10 grid with D3D11. So far, this is my code //************************************************************ //...
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Triangle in Directx 11 [on hold]

I recently got a triangle to work in directx 11 what exercises should I do to not forget how to do this and get a better understanding of rendering geometry?
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40 views

Texture mapping artifacts on certain surfaces

I am currently working on a 3d game engine, but am complete stumped on a problem involving texture rendering. Here is the rundown. My game engine renders meshes of the OBJ wavefront type. I have ...
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Unity / How do I change the color of the “Screen” based on the Object's depth's (as a Screen Effect)?

Yesterday I asked and solved my problem: Unity / How do I change the color of an object based on its depth? Today I tried to change the script(from yesterday) and apply it to the camera and it did ...
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Texture coordinates do not map correctly in Direct3D11 game engine

I beg your pardon if this question has been already answered elsewhere or if this is the wrong site, but I have a serious issue with rendering textures with Direct3D 11. Using Cinema 4D R17, I ...
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How to render more than one object in OpenGL or DirectX 11/12

https://www.youtube.com/watch?v=1ogg4ZfdBqU I am new to OpenGL, but I have similar objective as you can see in the video. Can we have one shader for all objects? Is there any sample in OpenGL? Any ...
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How to create a texture2d from an array of pixels in DirectX11

I currently have a ray-casting camera that holds an array of pixel colors (XMFLOAT4 color) that is 1024x768. I am trying to create a Texture2D in DirectX11 that is also 1024x768 and simply copy over ...
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Flicker when drawing multiple shapes over image based texture

I'm rendering video frames with multiple color filled shapes over it using SharpDx and D3D11. Rendering seems to be fine when just rendering the video frame and is as expected. Now if i draw a ...
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How to write array of rgba to RenderTarget as a bitmap?

I have data in rgba format that I want to display as an image in my OnRender() method. I would like to do something similar to this: // initial data int [][] rgba; ...
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HLSL DXGI_x_UNORM vs DXGI_x_UINT

I have a texture resource with a format of DXGI_x_UNORM I can then access the data in the HLSL using .sample or .load and it works exactly as expected. However if i simply change my format from ...
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38 views

HLSL SetVertexShader Texture2DArray Sample

I want to do some texture samples in the vertex shader, but it seems this cannot be done in the same was as when using the Pixel shader. The code is basically.. Texture2DArray gTexture; VS() { ...
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58 views

How does zooming in affect collision detection?

So i'm pretty new to DirectX, currently going through some tutorials to get an understanding of it. Now that i'm getting a small grasp on graphics programming, im just wondering how simple AABB ...
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32 views

DX11 Camera not working properly

I'm currently trying to implement a ArcBall Camera which should fly around a given XMFLOAT3 position stored in a cb with a spezified distance to the position. I used the code from Allen Sherrod for ...
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21 views

Centering the skydome around the camera

I'm using the DirectXtk to create a sphere, that's hopefully to be a sky dome. Now I set the world matrix to CommonStates states(m_Graphics.getDevice()); m_Graphics.getContext()->...
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rendering a terrain

I'm trying to render a terrain using directx 11 and applying a heightmap to it. I load the heightmap then I copy it to a integer vector, then for each vertex position I assign the Y position of that ...
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Calculating light in tangent space

Just a simple question. To do lighting in tangent space, just take the transpose of the TBN basis Matrix and multiply that against the light direction. Is that right? Here is my code float3 normalT ...
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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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39 views

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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Quad not rendered correctly after window resize

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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1answer
60 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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44 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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76 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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102 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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91 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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144 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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52 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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Dynamic Shader Linkage in DirectX12?

Do the dynamic shader linking concepts introduced in DirectX11 ShaderModel 5.0 still work in DirectX12? In the documentation the reflection API is still available (e.g. ID3D12LibraryReflection), ...
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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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42 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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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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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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36 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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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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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* CreateVertexBufferFromGeometry(Mesh&...
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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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61 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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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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220 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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195 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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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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60 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 ...