DirectX 11 is the latest release of Microsoft's collection of APIs which contain features to aid in game development.

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Getting invalid argument error on R32G32B32_FLOAT texture creation

D3D11_TEXTURE2D_DESC texDesc; texDesc.ArraySize = 1; texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; texDesc.CPUAccessFlags = 0; texDesc.Format = DXGI_FORMAT_R32G32B32_FLOAT; ...
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1answer
412 views

How to debug DXGI_ERROR_INVALID_CALL errors?

I am developping an application using SharpDX and on one of my machines the call _swapChain = new SwapChain(factory, _device, desc); fails with the error message HRESULT: [0x887A0001], Module: ...
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202 views

Rendering to specific face of a cubemap

I have working omnidirectional shadow maps for point lights. Rendering a shadow map for one point light consists of rendering the scene to 6 separate rendertargets, then send those render target ...
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1answer
170 views

Difference between texture arrays and multiple single textures?

I've just learnt that DirectX 10 and above have a feature called "texture arrays". Which, basically, is just a normal array of textures (shader resources) which in a shader is declared like: ...
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1answer
235 views

Why are my geometry-shader-generated billboards not showing up given the following code?

My program is a rain particle system. After processing a list of positions of rain particles, I passed them to the geometry shader for generating a billboard for each position. If I use a simple ...
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1answer
161 views

Passing Input to Compute Shader

I am using D3D11 on D3D10 hardware, trying to get a very simple compute shader to run (my hardware supports cs_4_0). What is the best way to pass data to the compute shader? I've seen some samples ...
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1answer
186 views

How can I check the multisample quality level count?

I can check it with ID3D11Device::CheckMultisampleQualityLevels(). So to use it I need to create the device: D3D11CreateDeviceAndSwapChain(). To call it I need to fill the DXGI_SWAP_CHAIN_DESC which, ...
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1answer
67 views

How do I change rasterizer state properly?

To set the rasterizer state I have to ID3D11Device::CreateRasterizerState() and then ID3D11DeviceContext::RSSetState. And then I should ID3D11RasterizerState::Release() it, right? How about when I ...
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99 views

Heightmaps with several textures

I got a full functioning heightmap loader, however I can only use one texture. Now I want to implement more textures (like diffrent textures depending on heights ect, Possibly a structure that makes ...
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1answer
129 views

Do the predefined HLSL semantics carry any meaning?

I'd say there are 3 kinds of HLSL semantics: SV_* group - these are "system value" semantics which DO carry special meanings (e.g. assign special input/output data to/from shader stages) predefined ...
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178 views

Easiest way to smoothen coarse mesh with HLSL?

I've browsed through a couple of presentations and papers about DX11 tessellation and they all say that one of the most common usages of tessellation is to take a coarse (low poly) mesh, smoothen it ...
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1answer
53 views

What does the hull shader attribute “patchsize” do?

What does the hull shader attribute [patchsize(12)] do? MSDN fails to mention it. Do I have to use it? Should I use it?
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1answer
219 views

Read part of texture using SharpDX

I have a Texture3D. I want to read a part of it from CPU side. (I'm using the SharpDX toolkit (v2.5.1).) My data is always 0, but the output shows no errors. This is the source texture: testTex = ...
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1answer
79 views

Why does my PixelShader ignore color but respond to alpha changes?

I started teaching myself some DirectX a short time ago and found something I'm confused about. For some reason, I can only get the color of the model I'm drawing to vary between black and white, ...
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1answer
50 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
218 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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2answers
375 views

DirectX11: Drawing multiple objects

How can I draw many different objects on screen at once, with multiple vertex buffers, using DrawIndexed()? (Drawing the same object is simple, and I'm not looking to instance) ...but I am looking ...
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1answer
303 views

Problem with Texture Array and billboards [closed]

It's my first post here. My name is Bruno and I'm from Brazil. I'm trying to learn DirectX 11, and I'm using Frank Luna's book. The problem is that he uses the Effects Framework to do everything, and ...
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246 views

Bullet Physics Raytrace Picking

I'm having trouble picking using bullet's raytrace code Here's what I have so far for creating the actual Ray float top = 1.f; float bottom = -1.f; float nearPlane = 1.f; float tanFov = (top - ...
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1answer
90 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
145 views

Finding out the “width” and “height” of my screen after projection added

In a 2d game, doing collisions with the edges of your screen is easy. Your textures are a 1:1 mapping of your screen resolution because your verities are too.. if your x position is > than ( screen ...
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1answer
199 views

How can I read texel data on a separate thread in D3D11?

In D3D10, I load a staging texture onto my GPU memory, then map it in order to access its texel data on the CPU. This is done on a separate thread, not the thread I render with. I just call the device ...
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1answer
204 views

DirectX11 pixel shader in pipeline is missing

I'm writing a program which displays a MS3D model using DirectX, and unfortunately, the result shows nothing on the screen. When I use the Graphics Debugger from Visual Studio 13, I notice that the ...
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1answer
151 views

Tessellation cracks

i'm trying to a mesh tessellate with dx11 with the tessellation factor calculated by the size of the triangle and the distance to the screen. I do the same operation on the 3 edges of the triangle, ...
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1answer
224 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
177 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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1answer
110 views

Why is my vertex buffer filled with random, incorrect data?

I've been using the Graphics-Debugger of VS2012 to see why my triangle is not drawn. It seems to be a problem with my VertexBuffer since all other Buffers show the data I fed them, however, the ...
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1answer
226 views

How should I prepare for migration from D3D9 to D3D10 or D3D11?

I'm considering a Direct3D9 texture streaming solution, but my company will eventually be going to D3D11 in the future. I wanted to make my solution as forward compatible as possible, so I was hoping ...
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164 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
379 views

Directx 11: emulating palette swapping with shader 5.0 and c++

i'm trying to swapping the colors using a texture as index and a second one as palette. Here is the full listing of the code: #include <windows.h> #include <windowsx.h> #include ...
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1answer
322 views

Why does switching to fullscreen produce this graphical glitch?

I followed this tutorial and things were looking good. However, when switching to Fullscreen from 800x600 using alt-enter, I noticed an error in debug output: DXGI WARNING: IDXGISwapChain::Present: ...
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1answer
148 views

Why divide by w makes the pixel shader look better?

I'm writing a shader in HLSL (Direct3D11 with SharpDX) and after some computations I was trying to make a test and print the depth z of a specific point in my pixel shader, like this: myZ = ...
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1answer
843 views

Rendering a image with some transparency has removed all black pixels and makes full texture transparent

I am writing a program where with Directx11 I am rendering a texture to a flat rectangle something along the line a of 2D engine. Now parts of this image need to be transparent, to this effect I ...
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1answer
985 views

Directx 11 , problem positioning a 2D quad , center starting at bottom left and not top left

I'm following some tutorials of directx 11,and i was able to draw a quad, but my problem began when i was applying transforms , for some reason, my quad at position 0,0, start at bottom left of my ...
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1answer
215 views

When should I set a texture as a shader resource in order to read it?

I'm writing a Direct3D 11 HLSL shader with SharpDX. What I want to do is write the depth to a texture in one pass and read it in the next one. After declaring the texture, do I have to set the depth ...
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1answer
154 views

How do I draw an isoline in a shader with a triangle topology?

I have some problems with my displacment. So I would like to have a simple little isoline starting in every triangles face center of the mash pointing in the direction of the corresponding faces ...
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1answer
226 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
485 views

How to create and populate a 2D Texture Arrays in DirectX11

I have generated a bunch of ID3D11ShaderResourceView that are a 2D textures that have a depth map screen shot for my lights shadows. I would like to take all of these textures and put them into a ...
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3answers
176 views

How do I deal with timeout detection and recovery in D3D?

What is exactly measured when checking TDR in Windows? What do I need to do in my D3D11 app to tell TDR that long rendering is okay? I've already split the workload into smaller batches, but how do I ...
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3answers
107 views

how do I modify Texture2DArray values in shader

I'm using HLSL Shader Model 5.0. I'm using a Texture2D with the vertex positions for a mesh. In the Shader I'm trying to displace patchepositions along the normal of the patches I'd like to actualize ...
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2answers
402 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 ...
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1answer
249 views

Multiple pixel shader passes

I currently have a pixel shader that calculates the texture and I have another that calculates the light. I want another shader that does both. What I would ideally like to do is instead of creating a ...
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0answers
52 views

Approximating Subdivision Surfaces with Gregory Patches for Hardware Tessellation

I'm trying to implement the approach (http://research.microsoft.com/en-us/um/people/cloop/sga09.pdf). Unfortunately I'm not quite clear regarding the formulas in chapter 3, I am hoping to get some ...
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1answer
429 views

How to print Depth to a Texture2D and then read it in the next pass on a shader in DirectX11

I'm programming a two-pass effect in DirectX 11 (SharpDX). It's supposed to write the depth to a texture in the first pass and then use that texture to extract data on the second one in the pixel ...
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1answer
366 views

Difference between texture.Load() and texture.Sample() methods in DirectX?

The question is simply that: What is the difference between texture.Load() and texture.Sample() in DirectX? I've used a Texture2D to store the depth in a pass of a DirectX Shader (with SharpDX), and ...
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2answers
135 views

Alpha interpolation in a pixel shader

How does the interpolation in a fragment shader work when it comes to the alpha parameter? I'm programming a shader with SharpDX, DirectX11. My idea is to interpolate 2 3d points of a segment, so ...
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1answer
89 views

How can I find a position between 4 vertices in a fragment shader?

I'm creating a shader with SharpDX (DirectX11 in C#) that takes a segment (2 points) from the output of a Vertex Shader and then passes them to a Geometry Shader, which converts this line into a ...
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1answer
325 views

DirectX11 Swap Chain RGBA vs BGRA Format

I was wondering if anyone could elaborate any further on something that's been bugging me. In DirectX9 the main supported back buffer formats were D3DFMT_X8R8B8G8 and D3DFMT_A8R8G8B8 (Both being BGRA ...
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3answers
161 views

What is the minimum of shader I need to use to run basic calculation on GPU?

I read, that the Hull Shader, Domain Shader, Geometry Shader and Pixel Shader can be used optional. So, is the Vertex Shader optional too? If no: What does a basic Vertex Shader look like? Just like a ...
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1answer
805 views

Direct3D11 and SharpDX - How to pass a model instance's world matrix as an input to a vertex shader

Using Direct3D11, I'm trying to pass a matrix into my vertex shader from the instance buffer that is associated with a given model's vertices and I can't seem to construct my InputLayout without ...