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

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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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66 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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93 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
111 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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163 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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52 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
198 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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78 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
199 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
351 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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286 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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206 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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84 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
142 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
182 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
193 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
142 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
210 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
172 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
109 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
207 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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151 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
367 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
296 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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142 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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790 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
791 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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181 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
147 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
218 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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468 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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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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98 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
395 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
245 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
50 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
386 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
344 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
131 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
310 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
159 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
744 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 ...
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2answers
153 views

How do I reverse the playback of an animation (instead of restarting it)?

I have created a sprite sheet of which consists of six frames of a character whose legs move each frame. Now I have written code so that the animation is running successfully from frame one to frame ...
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1answer
127 views

An issue with tessellation a model with DirectX11

I took the hardware tessellation tutorial from Rastertek and implemended texturing instead of color. This is great, so I wanted to implemended the same techique to a model inside my game editor and I ...
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1answer
204 views

First Person Camera strafing at angle

I have a simple camera class working in directx 11 allowing moving forward and rotating left and right. I'm trying to implement strafing into it but having some problems. The strafing works when ...
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1answer
292 views

Resource management

I've come across a strange thing in DirectX 11: I'm trying to implement large scale volume visualization engine. My approach is like this: if the volume is HUGE (could not fit to GPU memory ...
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1answer
417 views

Compute Shader Memory Sharing

Ok guys I have had some pretty good success on this site but I feel that this is a pretty complex question. I am trying to do tile based deferred lighting using DirectX 11 and the compute shader. ...
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118 views

1:1 mapping of texels to pixels with DX11 and multisampling and linear interpolation

Is it possible to get a 1:1 mapping of texels to pixels on a multisampled target in DX 11 with interpolation? It seems to me that the texture coordinate used in the shader is always one of the ...