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

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Simple switch to instanced draws causes consistent, but incorrect, results

I have dumbed the following code down to "stupid simple" for DirectX and still cannot get any cooperation: g_d3dContext->OMSetRenderTargets(1, g_renderTargetWorld->ColorRenderTargetView....
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120 views

How can I determine the position of Direct Sound buffer

I'm using Direct Sound to play WAV files in my environment, however I am unsure of how to check if the file has finished playing, I know DirectSound operates on a circular buffer, however my sounds ...
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3answers
129 views

How do I specify ARGB format textures in my input declaration?

const D3D11_INPUT_ELEMENT_DESC InputLayoutDesc::Basic32[3] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, ...
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354 views

Sharpdx DirectX11 MapSubresource is failing trying to map a staging texture

I'm trying to render to a texture and then pull the image data out. I've created one texture as a render target and another as a staging texture. After rendering to the render target, I use ...
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85 views

How is this particular HLSL condition treated with respect to compile- or run-time evaluation?

Let's say I have this very simple pixel shader (cbuffers and other stuff omitted) float4 PS(VertexOut pin, uniform bool useLighting) : SV_Target { float4 retColor = gDiffuseMap.Sample( sampler0, ...
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192 views

HLSL 5.0 assembly shows tons of ieq / add / or instructions for array indexing in loop

First of all, I have to apologize for the long code samples, but their content is not so important. Besides they are really simple and I tried to comment as much as possible. I'm working on a pixel ...
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1answer
403 views

Directx: HLSL Texture based height map. (Shader 5.0)

I'm trying to implement a GPU based height map the simplest (and fastest) way that I know how. I passed a (.png, D3DX11CreateShaderResourceViewFromFile()) texture into the shader, and I'm attempting ...
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1answer
185 views

Specular light flickering with high specular power

I'm having some issues with specular lights, to be more specific, the specular color seems to be flickering when I set high power, like 512 (I set the specular color to green, so you can see better): ...
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96 views

Making a parenting system

Each Entity can have one parent and any number of children. They have a position vector and a quaternion orientation. I know that I can make objects look like they're in a hierarchy by multiplying ...
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1answer
65 views

Normal Mapped Models Render with render target background color acting as transparency and lighting Problem [closed]

SOLVED. See my comment below. Originally I noticed some sort of transparency when rendering in Direct3D 11. I noticed it was worse once I changed my background color to something other than black. ...
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312 views

Trying to bounce a box with a plane using bullet physics

I'm trying to simulate a box that bounces with a plane and I'm beginner with bullet physics. I created a plane (box) and and a box that is falling. The problem is the ball is stalled while colliding ...
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359 views

How to Render to Texture using DirectXTex

I can display a textured quad by using D3D11 & DirectXTex's ScratchImage and CreateShaderResourceView. How would I be able to render this texture to another one similarly created? I know that I ...
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249 views

ID3D11DeviceContext Map/Unmap bottleneck

I maintain a small rendering engine that displays models in Direct3D 9. I'm currently migrating this to Direct3D 11, and I've hit a snag in how I display points on the model. Using a sphere mesh, I ...
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1answer
315 views

“_SRGB” suffix for BC texture format doesn't result in sRGB-to-linear correction at sampling

I am working on a 3D engine as a hobby (Direct3D 11). Currently I am trying to implement sRGB -> linear -> sRGB color space conversions via texture formats with "_SRGB" suffix. So, my textures are ...
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997 views

Can't sample texture in HLSL using DX11

Environment: Windows 7 x64 Visual Studo 2012 DirextX11 HLSL Shader Model 5 Ogre 1.9 Okay, so I'm trying to sample a texture in my pixel shader but I'm coming across some strange problems. Here's ...
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1answer
266 views

Fullscreen triangle SV_POSITION and deferred shading

So I'm trying deferred shading in DirectX11. I am using the following method (used in the FXAA shader and described here: http://www.altdev.co/2011/08/08/interesting-vertex-shader-trick/) to render ...
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27 views

Peculiar problem rendering specific triangles

I've encountered a strange problem with a peculiar [not quite] solution. This problem is that certain polygons aren't rendered unless I run 'fraps'. Needless to say, I would much rather my program to ...
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105 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 ...
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2answers
88 views

Multiple colored textures vs Color Overlay

Let's say we're using DirectX 9/10/11. In our game we have a character wearing armor. The armor has 50 different color variations. So, if armor is red, the first method would load the red texture ...
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1answer
319 views

Getting access violation because of ID3D11Buffer [closed]

I try to create a simple class store my model variables vertex array and vertexbuffer. So I create an array of myclass to create and manage object dynamically. But when hr = g_pd3dDevice->...
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1answer
65 views

How to create two objects from one vertices array with translate?

I have an object and I can render it but I want to use its vertices twice but I don't know how to. this is my code reading object from txt: fin.open("piyon.txt"); fin >> vertexCountpiyon; ...
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1answer
83 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 ...
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1answer
537 views

Rendertarget and alphablending problem (Offscreen particle rendering)

Today, I have implemented soft particles by rendering them to a separate render target and blending that with the scene, which worked as expected with additive blended particles. In that case I render ...
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1answer
490 views

Rendering Textured Terrain With SharpDX Toolkit [closed]

So i recently moved from XNA to SharpDX Toolkit and started with some basics. The 2d part was easy since nearly nothing has changed but im really struggeling with the 3d part. For example i wanted to ...
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1answer
406 views

DirectX debugging: Graphics Pipeline Stages: Input Assembler: “No mesh available for stage”

My question is basically why VS2012 tells me that there is no mesh available for the Input Assembler stage because if I click on the DeviceContext next to the Draw call in the Grahics Event List the ...
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311 views

Directx 11 not drawing scene despite all math being correct

I have a graphics engine that i writing in Directx11 and I changed the way objects are drawn, and the way assets for the game are loaded. Everything in my draw call is set correct and I thought that ...
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1answer
524 views

Creating a 2D texture array for depth view

Following my question here, I decided to create an 2D texture array for all of my depth screen texture so that I can use them for shadows for all my lights. I'm having an issue setting it up, I'm ...
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1answer
668 views

DirectX 11, using Tessellation & Geometry shader in a single pass

Before all, sorry for my poor english ! With DirectX 11, i'm trying to create a random map full with GPU. Using Hull shader stage, I'm managing LOD with tessellation. Using Domain shader stage, I'm ...
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86 views

Transform a Screen Delta

I have a delta in screen coordinates that I want to transform to a 3d delta in world space. The delta is in this case a movement across the (x,y) coordinates in screen space on the near projection ...
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1answer
3k 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 ...
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1answer
1k views

Points in d3d11

D3D10/D3D11 drops support for point primitives. I'm trying to render a set of points for quick and dirty debug, any suggestions/quick hacks for getting large size points to show up in D3D11?
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Access violation in DirectX OMSetRenderTargets [closed]

I receive the following error when running the Triangle sample application for DirectX 11 in D3D_FEATURE_LEVEL_9_1: Unhandled exception at 0x527DAE81 (d3d11_1sdklayers.dll) in Lesson2.Triangles....
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1answer
869 views

Why was the DirectX mesh interface removed? [closed]

I'm currently working with D3D 11 and if I understood it correctly, D3D 10 had a mesh interface built in to it which was removed in 11. If this is correct, why was the mesh interface removed? It ...
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1answer
170 views

How To Buffer Many Vertex, Geometry, and Pixel Shaders

What is the best way to buffer Vertex Shaders, Pixel Shaders, etc into the Device/Device Context without having to reload them from the filesystem every time? ID3D11Device::CreateVertexShader http://...
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1answer
53 views

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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1answer
275 views

How do i load, render and trasnform 2D images using Direct3D 11 API? [closed]

In my small game project using DirectX 11 API, I created a Direct3D device, and can draw 3D meshes, using web tutorials and a book. But I cannot figure out how to load, transform (rotate, scale, ...
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1answer
21 views

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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1answer
38 views

Vertex<>Layout mis-match within PIX(Graphics Debugger) [closed]

There's more than a screen-full of code to specify the actual vertex data, the inputlayout, and the shader signature... Misleading symptoms: Then, it does whatever it wants, anyway. I can "cause ...
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1answer
143 views

problem with texcoord at post effect (quad rendering)

I have this shader: float4x4 View; struct VS_INPUT { float2 Position : POSITION; float2 TexCoord : TEXCOORD; }; struct PS_INPUT { float4 Position : SV_Position; float2 TexCoord : ...
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1answer
268 views

Are there any open-source Direct X code-bases that I can look at to learn from as a beginning Direct X and graphics programming student? [closed]

I'm a third-year university student and I've recently begun studying Direct X 11. Mostly I've been following the samples from the SDK and reading a lot out of the MSDN. Although I have a decent ...
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1answer
73 views

DirectX is difficult sometimes [closed]

I recently started DirectX 11. Sometimes I can't get my head around it. First of all what are COM objects and why we do have to release them? I have done most of initialization, but I am stuck in ...
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1answer
1k views

Can I use my directx 9 code to visual studio 2013 that already has directx11? [closed]

I am facing problem with my directtx 9 code?
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1answer
184 views

Does it matter where I initialize Directx11's shader constant buffer?

Should I initialize it before Map() or before `Unmap()? Does it make a difference?
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1answer
70 views

Are these functions and parameters used in DirectX 11.2? [closed]

Functions and parameters like WINAPI, hPrevInstance, hInstance , PSTR etc are used in DirectX 11.2?