-2
votes
0answers
65 views

DirectX or Opengl? Good resources [closed]

I am attempting to learn DirectX 11 for game programming (In c++). I want to learn everything from the graphics pipeline and how to begin using DirectX11 to animating 3d graphics (such as characters) ...
1
vote
1answer
65 views

Do textures that are inside a shader resource need to be explicitly released too? (DirectX 11)

I have a ID3D11Texture2D (that I've created manually) inside a ID3D11ShaderResourceView. When I want to Release() the resource view, do I need to Release() the texture that it is inside too? Or is it ...
1
vote
1answer
62 views

changing depth stencil state in DirectX11

An example from Frank D Luna's 3d Game Programming with Dx11 shows the following effect technique: technique11 DrawTech { pass P0 { SetVertexShader( CompileShader( vs_5_0, DrawVS() ) ); ...
1
vote
1answer
112 views

Driver error when using multiple shaders

I'm using 3 different shaders: a tessellation shader to use the tessellation feature of DirectX11 :) a regular shader to show how it would look without tessellation and a text shader to display ...
0
votes
1answer
150 views

How do I implement my old OpenGL-based gfx_render_triangle_list using DX11?

I am working at a game that has lots of procedural content. I had built a game engine using OpenGL that handles everything needed for creating a basic 2D game, sprites, primitives, blending, polygons ...
7
votes
1answer
176 views

DirectX11 without window attached?

I just wonder, if it's possible to initialize and use DX11 or DX9 for offscreen rendering only - meaning with no attached window. My intention is to do some GPU benchmarking before opening actual ...
0
votes
1answer
377 views

Creating a simple 2d engine (C++), best way to create an Sprite class?

Since MS announced that they are not give more support to XNA , for me was an opportunity to start to learn DirectX , so i wanted to learn DX11, i was following this tutorials ...
1
vote
2answers
110 views

How to obtain a pointer to the compiled shader in D3D11

My shader creation code looks like this. std::shared_ptr<IRenderUtility::IVertexShader> D3D11RenderUtility::CreateVertexShader(IShader::INIT_DESC & desc) const { HRESULT result; ...
4
votes
2answers
215 views

Geometry shader worldviewprojection

I'm writing a simple geometry shader to create 3D "primitives" in place of a single point. I am performing all of the world-view-projection conversions within the geometry shader after creating the ...
2
votes
1answer
115 views

Creating Input layouts for different vertex types

I'm still in the planning phase for a hobby abstract renderer, and i'm wondering how i should handle multiple vertex types and different shader inputs. (This is my first graphics project, so cut me ...
3
votes
1answer
339 views

Different shaders for different objects DirectX 11

I am learning Direct3D 11, and in all basic tutorials I found on shader writing, Vertex and Pixel shaders are written so they transform whole scene same way. Tutorials like render cube with texture... ...
0
votes
1answer
93 views

Rendering an object more than once

Right now I'm facing the issue of rendering the same objects more than once in Directx 11, as the object has: A diffuse shader A directional lighting shader A texture shader Now the final color ...
3
votes
1answer
123 views

Constant Buffer size mismatch on PS, fine on VS and GS

I have the following C/C++ struct: struct ShadowMapCB { Math::Matrix4 cropMatrix[4]; Math::Matrix4 textureMatrix[4]; float splitPlane[4]; }; and my HLSL constant buffer: ...
5
votes
2answers
284 views

D3D/DXGI handle fullscreen transition

I have a D3D11 application, and I want to add proper fullscreen suport. Now I can let DXGI switch my window to fullscreen for me, and I'm under the impression that DXGI will take care of everything ...
0
votes
1answer
79 views

How do I get buffers from another class for CreateBuffer

I believe this is not strictly specific to DirectX but just to pure c++ language problem. I have a class (simplified): class A { public: ID3D11Buffer* getVBuffer() const { return ...
0
votes
1answer
112 views

Running advanced floating point calculations on the GPU?

I want to learn how to use AMD Stream and NVIDIA CUDA (PhysX) to calculate things such as locations. I have not yet found where to get the SDK for these (I can't test the CUDA things because I have a ...
1
vote
1answer
106 views

Texture the quad with different parts of texture

I have a 2D quad. Let say it's position is (5,10) and size is (7,11). I want to texture it with one texture, but using three different parts of it. I want to texture the part of quad from x = 5 to x ...
3
votes
1answer
145 views

Mapping dynamic buffers in Direct3D11 in Windows Store apps

I'm trying to make instanced geometry in Direct3D11, and the ID3D11DeviceContext1->Map() call is failing with the very helpful error of "Invalid Parameter" when I'm attempting to update the ...
1
vote
3answers
171 views

relationship between the model and the renderer

I tried to build a simple graphics engine, and faced with this problems: i have a list of models that i need to draw, and object (renderer) that implements IRenderer interface with method ...
0
votes
0answers
234 views

C++ Directx 11 D3DXVECTOR3 doesn't allow me to devide it [closed]

If i have a simple vector3 like this: D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos)); It works perfect! But let's say i wanted to multiply it by: Speed*(float) timeHandler.GetDelta() ...
4
votes
2answers
233 views

How do I use D3DXVec3Unproject with D3D11?

I'm having a small issue with D3DXVec3Unproject. I'm currently using Direct3D 11 and not 10, and the signature for this function is: D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT ...
0
votes
1answer
150 views

Why does setting a geometry shader cause my sprites to vanish?

My application has multiple screens with different tasks. Once I set a geometry shader to the device context for my custom terrain, it works and I get the desired results. But then when I get back to ...
3
votes
1answer
1k views

D3D11 Multiple Render Targets

I wanted to try rendering to multiple render targets as a first step to deferred shading, but I'm getting somewhat peculiar behavior where the contents of all render targets are the same as the first ...
2
votes
1answer
623 views

DX11 StreamOut to Vertex Buffer from GeometryShader, can't clear Buffer?

I'm trying to use a geometry shader to continuously modify the positions of vertices, and save the modfied verts in a buffer. I have two vertex buffers, one is bound to the IA stage / the vertex ...
0
votes
0answers
267 views

Working on C++ and DX11. What should I learn next to make simple (and complex) games? [closed]

I think video games are great and I have many ideas I want to work on. I'm about 40% through a year long course in C++ and it is very fun and starting to be useful (now that we are using classes). ...
5
votes
2answers
2k views

How can I convert an OBJ model into arrays of vertices and indices?

I'm writing a simple model loader just to learn how models are loaded. I wrote a program to convert .OBJ files in a custom format. (It's virtually exactly the same as .OBJ, I wrote it once again just ...
0
votes
1answer
398 views

Why are my scene's depth values not being written to my DepthStencilView?

I'm rendering to a depth map in order to use it as a shader resource view, but when I sample the depth map in my shader, the red component has a value of 1 while all other channels have a value of 0. ...
13
votes
4answers
2k views

how does HDR work?

I'm trying to understand what HDR is and how it works. I understand the basic concepts and have an slight idea of how it is implemented with D3D/hlsl. However it's still pretty foggy. Say I'm ...
4
votes
3answers
881 views

D3DX11SaveTextureToFile with shared resources

I'm using shared resources to send textures from one D3D11 device to another, so that I can copy the back buffer over the second device and use the second device context to save that texture to a ...
4
votes
1answer
1k views

SRV from UAV on the same texture in directx

I'm programming gpgpu raymarching (volumetric raytracing) in directx11. I succesfully perform compute shader and save raymarched volume data to texture. Then i want to use same texture as SRV in ...