Tagged Questions
1
vote
1answer
211 views
ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND
I've stared at this for at least half an hour now and I cannot figure out what directx is complaining about. I know this error normally means you put float3 instead of a float4 or something like ...
0
votes
1answer
663 views
Changing the culling mode in the HLSL effect
I'm writing a cel-shading effect in HLSL and Direct3D 11, and I need to be able to flip the culling mode on the outline pass of the effect. I know you do this in XNA by setting CullMode to CW or CCW ...
1
vote
1answer
496 views
Question about mipmaps + anisotropic filtering
I'm a bit confused here and maybe someone can explain this to me. I created a simple test texture for my terrain which is nothing more than a solid green color with a black grid overlayed on top of ...
0
votes
1answer
459 views
E_FAIL: An undetermined error occurred (-2147467259) when loading a cube texture
I'm trying to implement a skybox into my engine, and I'm having some trouble loading the image as a cube map. Everything works (but it doesn't look right) if I don't load using an ...
4
votes
1answer
329 views
Per-vertex position/normal and per-index texture coordinate
In my game, I have a mesh with a vertex buffer and index buffer up and running. The vertex buffer stores a Vector3 for the position and a Vector2 for the UV coordinate for each vertex. The index ...
1
vote
1answer
111 views
Drawback of using multiple bind flags
As far as I understand Direct3D 11 I have to specify certain BindFlags in order to use a resource in a specific stage of the pipeline.
From my experience some combinations are more common like ...
0
votes
2answers
1k views
Adapting DirectX samples to SlimDX
I'm trying to learn DirectX and SlimDX but I'm having a terrible time getting started.
I'm taking the Triangle tutorial and trying to add color and transformations.
Starting with controlling color, ...
1
vote
3answers
174 views
Extracting blend values from uint32 not working as expected
I have the following shader configuration code :
uint gBlendValue = 0xffffff00;
Terrain.Effect.GetVariableByName("gBlendValue").AsScalar().Set(gBlendValue);
And I have the following shader code :
...
4
votes
2answers
1k views
How can I draw dashed or dotted lines with a pixel shader?
I am trying to draw the 2D graphics (like line, polyline, polygon etc.) using Direct3D for drawing I am using LINE_LIST. Now I want to make the lines thicker and apply patterns to the line as ...
4
votes
1answer
1k 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 = ...
1
vote
1answer
607 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 ...
3
votes
2answers
1k views
Understanding DeviceContext and Shaders in Direct3D/SlimDX
I've been working through this tutorial about drawing triangles with SlimDX, and while it works, I've been trying to structure my program differently than in the tutorial.
The tutorial just has ...