2
votes
0answers
51 views

DX 11 Specular Highlights in Deferred Renderer

I am currently implementing a deferred renderer in DX11.1. Right now I am having a problem that I can't seem to crack with specular highlights when I have multiple light sources. I keep a vector of ...
0
votes
0answers
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 ...
1
vote
1answer
47 views

Vertexquads are not being drawn in 2D space

I started teaching myself DirectX a short time ago and have come across a problem which I can't figure out by myself unfortunately. I'm trying to build my own font system, so I can draw strings in 2D ...
1
vote
2answers
332 views

What is the depth that a pixel shader may output? Is it necessary to write Depth?

In DirectX11, what does the depth that a Pixel Shader can output mean? Does a pixel shader need to output a depth so that we "write" the depth? If not, why would we output it? For any doubts, I'm ...
2
votes
1answer
331 views

Compute Shader Memory Sharing

Ok guys I have had some pretty good success on this site but I feel that this is a pretty complex question. I am trying to do tile based deferred lighting using DirectX 11 and the compute shader. ...
3
votes
1answer
138 views

Implement Displacement Mapping: Gaps along seams

I am implementing Displacement mapping using DirectX 11 with its new tessellation stages. Diffuse map and displacement map are generated by xNormal. The result after I applied displacement mapping is ...
2
votes
0answers
552 views

Geometry Shader and Stream Output with Directx11

I am having trouble trying to send verticies generated in the Geometry Shader to Stream Output. What I am trying to accomplish is to generate verticies from the Geometry Shader and store them to a ...
6
votes
3answers
1k views

What features does D3D have that OpenGL does not (and vice versa)?

Are there any feature comparisons on Direct3D 11 and the newest OpenGL versions? Well, simply put, Direct3D 11 introduced three main features (taken from Wikipedia): Tessellation Multithreaded ...
4
votes
1answer
2k views

How do I create a CPU read/write buffer in SlimDX (what are the legal combinations of Usage and CPUAccess flags)?

Currently, I create a vertex buffer in SlimDX like so: SlimDX.Direct3D11.BufferDescription Description = new SlimDX.Direct3D11.BufferDescription(); Description.BindFlags = ...
5
votes
3answers
2k views

The pros and cons - DX9 moving to DX11 render?

We are a "nano" game dev company working on REFUSION. DX9 renderer is almost done and question is: Should we move it to DX11 or not? Anyone have experience with this? Here are some videos from dev ...