Tagged Questions
2
votes
1answer
120 views
How can I render the whole faces instead of only the vertices? [closed]
I'm doing my master thesis in comparing DX9 LoD with DX11 Tesselation LoD. Therefore I use a ShaderManager that calls either the shader for the DX9 implementation, where the model is exchanged by the ...
-1
votes
2answers
401 views
Problem rendering cube using DirectX 11
I'm toying with DirectX 11 and am trying to render a simple cube, but I can't seem to get anything to show (except the clear color, which is a good sign I suppose...)
Everything seems to be working, ...
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 ...
1
vote
2answers
209 views
Should the world transformation matrix be stored in a constant buffer when rendering?
Generally when rendering objects you would:
Apply world transformation to go from object space to world space
Apply view transformation to go from world space to camera space
Apply perspective ...
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 ...
3
votes
1answer
1k views
Why can't I write to my render targets?
Alright, been working on setting up my first deferred rendering attempt using a light prepass technique in Direct3D 11.
Anywho, I've been having problems understanding and using render targets. Never ...
8
votes
2answers
927 views
Why would you want multiple render targets?
In d3d11, you can bind multiple render targets ID3D11DeviceContext::OMSetRenderTargets. But why would you want to do this?
5
votes
1answer
4k views
DirectX11, how do I manage and update multiple shader constant buffers?
Alright, I'm having a hard time grasping how constant buffers are bound to a pipeline stage and updated. I understand that DirectX11 can have up to 15 shader-constant buffers per stage and each buffer ...
3
votes
2answers
3k views
Mapping a Vertex Buffer in DirectX11
I have a VertexBuffer that I am remapping on a per frame base for a bunch of quads that are constantly updated, sharing the same material\index buffer but have different width/heights. However, ...
1
vote
1answer
608 views
Multiple Render Targets not saving data
I originally posted this question on stack overflow, but realised it might be better here. The original question can be found here
I'm using SlimDX, targeting DirectX 11 with shader model 4. I have a ...
