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

learn more… | top users | synonyms (2)

-2
votes
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 ...
1
vote
1answer
33 views

Frame timer does not show time

I am currently using DirectX11 and MFC. The top of the window should tell me how long it takes to render the cube (in seconds). At the moment the cube is rendered but when I try to work out how many ...
5
votes
3answers
276 views

How to pass rendered frames from OpenGL to DirectX 11?

I have a dll that does some rendering using OpenGL. I need to render it to a texture and use that texture in direct x 11. My current attempt has been to render the OpenGL to a texture on one ...
2
votes
0answers
98 views

Scene Graph: Does anybody have a real world example?

I'm trying to wrap my head around how scene graphs work, and how to apply that to my game, in the context of all my game objects, including assets, cameras, units, shaders, etc. All I can find are ...
1
vote
0answers
65 views

HLSL screen-space to world-space

I'm trying to use RenderDoc to understand how a DirectX11 game engine's vertex shader works, and ultimately recover the world-space positions of vertices. I have captured a frame using RenderDoc, and ...
1
vote
0answers
39 views

applying two Vertex shaders on two model with the same pixel shader

i want to apply two HLSL vertex shader on two different models but with the same pixel shader. what i've done is wrong but i didn't know how can I use both vertex shader with one pixel shader (and i ...
3
votes
0answers
43 views

Perspective division by zero yields unexpected results

Usually, this is how a shape in clip space is defined: [0.25, 0.25, 0.0, 1.0] [0.25, 0.75, 0.0, 1.0] [0.75, 0.75, 0.0, 1.0] [0.75, 0.25, 0.0, 1.0] After perspective division to NDC space the result ...
3
votes
0answers
58 views

Nothing drawn in Window, not even the clear color

A few years ago I have followed RasterTek's Direct3D11 tutorials to create a simple application in C++. I'm not trying to convert this very simple sample to C# using SharpDX. I've got the Window ...
2
votes
1answer
47 views

Shader constant management problem in DirectX 11

I've been learning the "dragon book" written by Frank D. Luna and trying to implement the part of the demo on my own. As some of you can see, the demo of the book uses effects interfaces to update the ...
1
vote
0answers
23 views

Texture coordinate into texel form?

How do I convert a texture coordinate, like 1,0 into a texel form(a single value?). Like in the image below, what is the value of Q22 in texel? I'm in directx 11.
1
vote
2answers
50 views

Primitives LINESTRIP Closing to the first point?

I'm doing a exercise form the Frank Luna book. It ask to draw a LineStrip that looks like the red line in the picture. I'm using ...
2
votes
1answer
144 views

World, view, projection matrix?

What does multiplying an object in local space with a WVP(world,view,projection) matrix do? My book says "local space to homogeneous clip space" Luna, Frank D. (2012-05-21). Introduction to 3D Game ...
0
votes
1answer
151 views

Assimp Texture Coords problem

I've got a problem when loading objects using assimp. I did succesfully load vertex data and I am able to draw static mesh (without bones and animations, I've got few bugs there but I'll go back to ...
3
votes
2answers
207 views

How to create a native windows menu / ribbon for a DirectX 11 app

I need to create menu items on top of my DX11 windowed app - similar to most windowed applications (File, Edit, etc...). How can I achieve this ? There is a hMenu handle to pass to the DirectX window ...
1
vote
1answer
51 views

ID3D11Buffer and std::array : buffer looks empty

I am having trouble at rendering vertices stored in a std::vector. // Create and initialize the vertex buffer. D3D11_BUFFER_DESC vertexBufferDesc; ZeroMemory(&vertexBufferDesc, ...
1
vote
1answer
113 views

ID3D11Device::CreateInputLayout: Encoded Signature size doesn't match specified size

I get [ STATE_CREATION ERROR #161: CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE] with the following code: // Vertex data struct VertexData { XMFLOAT3 v; XMFLOAT2 vt; XMFLOAT3 vn; }; // ...
1
vote
0answers
42 views

What is Purpose of pIntermediate in UpdateSubresources?

DX11 used ID3D11DeviceContext::UpdateSubresource but now DX12 seems to use a new method UpdateSubresources. I think I can figure out most of the differences between these two functions but the ...
2
votes
2answers
123 views

If IDXGISwapChain::Present blocks, does that mean I'm GPU bound?

I updated my DirectX11 renderer to render on multiple threads using deferred contexts. Before my change, the Present method took a negligible amount of time (according to VTune analysis). After my ...
1
vote
1answer
87 views

View Matrix to Texture Matrix

I'm converting view coordinates to texture coordinates for both my shadow maps and Screen space reflections. I keep seeing this conversion in examples: var T = new Matrix { ...
1
vote
0answers
36 views

Is it normal in skeletal animation to NOT consider the translation component in bone transform matrices?

I'm using assimp to load a model, and DirectX11 and DirectX ToolKit to render it. In the document of DirectXTK's IEffectSkinning, it says: As an optimization, SkinnedEffect and DGSLEffect assume ...
0
votes
1answer
172 views

DirectXTK Model : How to draw with custom vertex & pixel shader?

Here is the code I use to render a .cmo (from .fbx) mesh : void Render() { assert(g_d3dDevice); assert(g_d3dDeviceContext); Clear(Colors::LimeGreen, 1.0f, 0); ...
0
votes
0answers
105 views

Screen Space Reflections

Screen space reflections seems very straight forward but for some reason I'm struggling with this. My GBuffer is in View space and depth is z/w. float3 ViewSpaceToScreenSpace(float3 viewSpace) { ...
2
votes
1answer
124 views

When does the memory transfer from CPU to GPU happen when creating a buffer?

I just finished my first DirectX 11 program. But I have several questions on memory transfer between CPU and GPU. In my program, I create a vertex buffer first: bool InitializeGeometry() { ...
2
votes
2answers
175 views

How can I test DXGI_ERROR_DEVICE_REMOVED error handling?

My application uses DX11 and it periodically gets a DXGI_ERROR_DEVICE_REMOVED error on startup. It is an infrequent thing (I can go days or weeks without seeing it) but according to the documentation ...
0
votes
1answer
174 views

The Pixel Shader unit expects a Sampler configured for default filtering to be set at Slot 0 […]

I don't understand this error. The full output being : The Pixel Shader unit expects a Sampler configured for default filtering to be set at Slot 0, but the sampler bound at this slot is ...
0
votes
1answer
173 views

Problem with ID3D11DeviceContext::CopyResource method - How to properly read a texture CPU-side?

I am trying to make a full copy from a render target texture to a staging one but it seems my data length ends up being only 4 in length instead of 921600 (1280 * 720). Here is my textures ...
1
vote
1answer
82 views

Why isn't my cbuffer updating?

I am really frustrated because my cbufer isn't updating. This is my VS: cbuffer MatrixBuffer: register(b0) { float4x4 worldViewProj; }; struct VertexIn { float4 Pos : POSITION; float4 Color: COLOR; ...
1
vote
0answers
26 views

Is it possible to have a SoA Vertex Buffer in DirectX 11?

Hi! I'm wondering if it is possible to structure a Vertex Buffer in a SoA approach like this { x1, x2, x3 . . . xn, y1, y2, y3 . . . yn, z1, z2, z3 . . . zn } instead of the traditional AoS ...
7
votes
1answer
629 views

Strange SSAO effect (wrong position/normal textures in view space?)

I try to create an SSAO effect in my game engine (DirectX 11, C++), based mainly on gamedev.net tutorial by José María Méndez. Unfortunately, it doesn't cover texture-creating problem (normals, ...
1
vote
1answer
143 views

How to pass a big (60+) amount of variables to an HLSL pixel shader?

I am in trouble at trying to pass a big amount of variables needed for my pixel shader computations. After trying and failing to link my struct to a cbuffer (data alignement mismatch) I tried passing ...
2
votes
2answers
312 views

C++ struct doesn't align correctly to a pixel shader cbuffer

To expand from my previous question, I must add I can't correctly map my C++ structs to a corresponding cbuffer inside the pixel shader. When outputing random colors defined in the struct C++ side, it ...
0
votes
1answer
115 views

Getting mouse movement value with DirectX Tool Kit

today I want to ask a question about how to get mouse movement value with DirectX Tool Kit. While I can certainly use Mouse::SetMode(MODE_RELATIVE), to do this, I want to be able to get the mouse ...
4
votes
2answers
686 views

Mapping a C++ struct to an HLSL cbuffer

Out of curiosity (and peace of the mind...) I wondered how DirectX decides which attribute from a struct corresponds to the right variable inside an HLSL cbuffer-register(x) (apart from the order/type ...
2
votes
1answer
53 views

How to correctly pass multiple light structures to shader stage?

I'm having some problems when passing multiple light structures to a shader stage. I'm using an array of point lights that is updated each frame. This is my code for creating the buffer ...
1
vote
0answers
65 views

How do you fix wobbling shadow edges?

I've implemented an omni-directional shadow map and I've noticed a rather unwanted behaviour on the shadows. It seems like when the angle between the occluded points and the light source is really ...
2
votes
0answers
122 views

How do I sample a cubic shadow map in DirectX 11?

I've implemented a cubic shadow map for dealing with omni-directional light sources in my scene. By defualt it produces hard shadows Obviously a shadow map with higher resolution (currently using ...
1
vote
2answers
187 views

DDS files with DirectX Tk, Some work, some don't

I am learning DirectX with the DirectX Tool Kit library and everything seems to be going smoothly but I have run in to a tiny little hiccup. I am currently trying to load DDS textures from file ...
0
votes
1answer
41 views

Viewport and debug session

I define and set viewport using this piece of code: D3D11_VIEWPORT viewport; viewport.Width = (FLOAT)pBspWindow->GetWidth(); viewport.Height = (FLOAT)pBspWindow->GetHeight(); viewport.TopLeftX ...
0
votes
0answers
222 views

Speed up the DirectX game - how else can I boost the fps with typical triangle drawing?

I am writing my own c++/DirectX engine. I've made the basic framework and here comes the time for optimizations. I don't want to focus on optimizing the resources themselves right now (meshes, ...
0
votes
0answers
102 views

Sphere texture mapping using Directx 11

I have a spherical panoramic image which I would like onto a sphere and centre it around the camera so I can look around the image, how should I best go about this? I will be using DirectX11. ...
1
vote
1answer
157 views

Map a normal image to a cubemap

How can I map a normal non T form image to a cube map? and if there is no manner with which to do this, is it possible to, via DX11, split the image, as the image may be generated on the fly? ...
0
votes
0answers
70 views

Update part of dynamic Vertex Buffer. SharpDX

I'm creating application to draw simple 2D charts in a fast way. Updating my VertexBuffer is implemented as below: Device.ImmediateContext.MapSubresource(_signalVertexBuffer, ...
0
votes
0answers
39 views

Directx11 Shadow Mapping Not Rendering

I'm reading luna directx11 book,i want to implement shadow mapping using it but i'v got a problem with it here is the image from my scene(at bottom right you can see shadow map,why is it in red color? ...
1
vote
1answer
80 views

DX11 Mixing 2D and 3D

So I am somewhat new to working with DirectX rendering, and I have done some 2d and 3d work. I am planning on working on a new application where I will be rendering a bunch of 3d scenery, and then ...
0
votes
1answer
92 views

Transformation problems with hardware instancing in DirectX 11

I'm getting some wonky geometry in my application when trying to use instancing. I'm not sure if I'm doing the mapping of my per instance data wrong. This is how my mapping looks like: XMMATRIX scale ...
0
votes
2answers
45 views

How to handle mesh update in its vertex buffer

suppose i have a mesh, it can undergo any kind of changes - bend, stretch, even been torn. How should i update vertex buffer in DirectX for this mesh. For now i recreate it every time, and i don't see ...
0
votes
0answers
496 views

Using a Unity RenderTexture in a native plugin (4.6.1)

I am trying to create a RenderTexture in unity, but I want to update it using a plugin. I am doing this on Windows 7 Pro 64bit and I wrote the plugin using VS2010 professional. Here is the code in ...
0
votes
1answer
39 views

DirectX 11 throws out my pixel shader when I multiply verts by MVP

Been following some tutorials online for DirectX 11. I was able to successfully get a triangle to render in screen space. But the moment I add a MVP matrix, my triangle disappears! Looking at it in ...
1
vote
2answers
115 views

Will DirectCompute run this HLSL code

I found a sample about how to run a HLSL code with DirectCompute. https://code.msdn.microsoft.com/windowsdesktop/DirectCompute-Basic-Win32-7d5a7408 This is the HLSL script I want to run ...
2
votes
0answers
98 views

Animations in games

I wonder how skeletal animations in games work. I am Writing my own Graphics Engine for "fun", and I have come across several problems with animations. Here is how I do it right now: 1: Load the ...