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

learn more… | top users | synonyms (2)

0
votes
1answer
843 views

Stencil buffer and transparent pixels

Do transparent pixels cause a stencil buffer operation (increment, decrement, etc.) to be executed? My understanding was that only opaque pixels cause a stencil buffer operation, transparent pixels ...
2
votes
1answer
579 views

How do I draw a full screen quad in DirectX 11?

How do I draw a full screen quad that shows red on the screen?
0
votes
1answer
585 views

How to load in meshes efficiently into DirectX11

I wanted to know if there was a standard and efficient method to load meshes from a file into DirectX11. Currently, I'm loading .obj's by parsing them in and storing their information into a vertex ...
0
votes
1answer
604 views

Rendering multiple meshes in directx11

Recently I have tried adding rendering with multiple meshes in my program. This did not go too well. The attempt I currently have goes like this bd.Usage = D3D11_USAGE_DEFAULT; bd.ByteWidth = ...
1
vote
0answers
183 views

Directx 11 full screen

I build simple directx 11 application in c++ that draw square to screen. Also check in the end of the program when I close the last peace of directx the number of free reference. This work great in ...
2
votes
1answer
326 views

Since D3DX utility library is deprecated, what can I do about this legacy code?

D3DX Structures utility library is deprecated for Windows 8 and its not supported for Windows Store apps. So my question is, Does anyone know what to replace this legacy code with.. std::vector<...
2
votes
0answers
334 views

PSSM and tightening the split frustrums

So I have implemented PSSM which currently does not care about the objects in the scene, meaning alot of resolution is wasted on empty space. This image shows the bottom two splits wasting alot of ...
0
votes
1answer
76 views

DirectX11 Shader issue

I am currently having issues with HLSL shaders. I am trying to implement point lights but I am getting unusual data when debugging the shader in Visual Studio. I have read on several sites that say ...
0
votes
1answer
41 views

HLSL Shader Optimilation with MAD(m,a,d)

I understand that the expression x = m*a+d is most efficiently written as x = mad(m,a,d) because at the assembly level only one instruction is needed rather than a multiply and add separately. My ...
1
vote
2answers
65 views

Update single variable in DirectX Shader

I am trying to update a single variable within a CBuffer but I am unsure of how to do this. I have a LightingBuffer which is passed to the GPU containing, ambient color, diffuse color etc and I want ...
0
votes
1answer
91 views

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....
-1
votes
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 ...
0
votes
0answers
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 ...
1
vote
1answer
495 views

DirectX 11 vertex shader incorrectly sending <0, 0, 0> normal vector to pixel shader

I'm following the Rastertek tutorials. I'm unable to get diffuse lighting working from http://www.rastertek.com/dx11tut06.html. I think the NaNs in the following screenshots is just from stuff ...
2
votes
1answer
777 views

HLSL Pixel Shader for Depth Only Pass

I'm using DirectX 11 and shader model 5. There are many tutorials online for writing engines and shaders for shadow mapping. I have found an issue which seems to have a hard to find answer. Typical ...
5
votes
1answer
551 views

Calculating normals after displacement mapping

I'm using C++, DX11 and tessellation. After tessellating a triangle I apply displacement mapping to the new vertices. But they still have the original triangle's normal so the lighting calculation ...
6
votes
3answers
2k views

ConsumeStructuredBuffer, what am I doing wrong?

I'm trying to implement the 3rd exercise in chapter 12 of Introduction to 3D Game Programming with DirectX 11, that is: Implement a Compute Shader to calculate the length of 64 vectors. Previous ...
3
votes
2answers
1k views

How to Enable NVIDIA Ambient Occlusion in my Game

I have a DirectX11 based game, and I want to enable NVIDIA's built in Ambient Occlusion (that is shown in the NVIDIA control panel, but it grayed out for my application). Is that possible? Or do I ...
0
votes
2answers
1k views

Real-Time Terrain Deformation

I can't really find anything at all on this topic. There's a bunch of YouTube videos that show people doing it, but there aren't any articles that I can find explaining the mechanics of it. In my game,...
-3
votes
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?
0
votes
3answers
734 views

How can I track down outstanding references to a D3D swap chain?

On direct3d_11.1 initialisation the swapchain is resized to the desired proportions but after the getting the backbuffer it isn't released. I check the return value and check its address which doesn't ...
1
vote
1answer
347 views

D3D11/C++ Inaccuracies in uv interpolation in pixel shader. How to avoid?

I'm trying to draw a quad with a texture onto the screen such that texels and pixels perfectly align. Sounds pretty easy. I draw 2 triangles (as TRIANGLE_LIST, so 6 vertices) using these shaders: ...
1
vote
2answers
1k views

Elegant ways to handle rendering with DirectX 11

I'm looking for a design pattern that's going to help me to elegantly handle the rendering of my game objects. Lots of game development guides talk about how to handle the game objects themselves, ...
0
votes
1answer
181 views

Binding an Instance Matrix with an InputLayout

If I want to bind an instance matrix to a vertex shader, how do I go about it? For example, here is a super-simple VS input: struct VS_IN { float4 Position : POSITION; row_major float4x4 ...
0
votes
1answer
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 ...
1
vote
0answers
213 views

DirectX 11 GenerateMips only works with premultiplied alpha?

The GenerateMips method in the ID3D11DeviceContext allows generation of mipmaps at runtime, which is fine for fully opaque textures. However, when this method is used with transparent textures that do ...
0
votes
0answers
139 views

DirectX Rendering to a texture

I'm trying to implement a rendering to a texture but without success. I've created a class that will(should) take care about all these stuff: class TextureRenderer { public: TextureRenderer() = ...
0
votes
1answer
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, ...
1
vote
1answer
254 views

CopySubresourceRegion results in no-op

I'm having some trouble copying a subregion from a source texture (2D) to a destination texture. Both textures are mipmapped 2D textures, with dimensions (at mip 0) of 512 x 32. Rather than tell you ...
0
votes
1answer
1k views

How to disable depth buffer in Directx11

For now i know what i must use OMSetDepthStencilState. In the beginning i must create two states and change them every time i need another. For now i have this and it doesn't work, i.e. objects ...
0
votes
0answers
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 ...
1
vote
0answers
92 views

Picture got distorted after has been moved to Directx11

I have moved app from Directx9 into Directx11. After this upgrade strange thing happened with my world. Objects get skewed and became 2D, also they are clipped in unexpected places. Two arrows at ...
0
votes
1answer
239 views

Can state setting warnings be ignored?

If I am running DirectX 11 in debug mode (D3D11_CREATE_DEVICE_DEBUG), I am constantly getting these warnings: D3D11 WARNING: ID3D11DeviceContext::OMSetRenderTargets: Resource being set to OM ...
1
vote
2answers
95 views

How to change render states only when necessary?

Earlier, I have been setting render states (shaders, shader resources, etc.) without checking if it is really necessary. Maybe they had been bound earlier and I could use them without setting them ...
0
votes
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 ...
2
votes
1answer
114 views

Texture R8_FLOAT format?

I'm working on SAO (http://graphics.cs.williams.edu/papers/SAOHPG12/) and I want to store my ambient obscurance term (a value between 0.0 and 1.0) in a texture. When I did shadowmapping, I created ...
1
vote
1answer
163 views

How to diagnose the problem when the input assembler and the vertex shader look correrct, but the Output Merger is wrong? [closed]

I'm porting some OpenGL code to Direct X 11. I ended up with nothing being drawn on the screen. I reverted to a simple program, which I am writing about here. I'm now trying to use the Graphics ...
0
votes
1answer
435 views

Compiling a shader with fxc results in invalid ps_5_0 output semantic 'COLOR0'

I'm attempting to compile a shader at the command prompt. What am I doing wrong that would make it generate this error? fxc /Od /Zi /T ps_5_0 /E "ps_main" /Fo "basic.pso" "basic.ps" Here is the ...
0
votes
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): ...
0
votes
1answer
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 ...
0
votes
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. ...
0
votes
0answers
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 ...
0
votes
1answer
259 views

My texture blends into one single color (DirectX11)

First thread on gamedev stackexchange. I am currently creating a cube with a single texture on each side. I got my cube up and running. But when I apply my texture, I get this: It blends the ...
1
vote
0answers
193 views

Geometry shader: Dynamic output?

I'm currently using a geometry shader to generate grass blades out of single root points that are layed out in a grid. For each root point, I generate a grass blade with, right now, a constant number ...
2
votes
1answer
97 views

HLSL compiled code

I've been using RenderDoc for debugging my shaders, and one thing that struck me as odd is that sometimes, after stepping through the debugger, I notice some vector attributes are interchanged, for ...
0
votes
1answer
224 views

Fullscreen triangle pass and texcoords

So I have a fullscreen triangle shader like this: #ifndef FULLSCREEN_TRIANGLE_VERTEX_HLSL #define FULLSCREEN_TRIANGLE_VERTEX_HLSL // Variation on Timothy Lottes FXAA vertex shader, for CCW frontface ...
0
votes
0answers
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 ...
0
votes
2answers
239 views

How should I fix a graphic glitch caused by t-junctions when using greedy meshing

As you might be able to see in the following image, a "graphic glitch" occurs between triangles. I know you are able to make this less visible by enabling anti-aliasing but i was wondering if there is ...
0
votes
1answer
88 views

D3D11_SAMPLER_DESC::MipLODBias vs ID3D11DeviceContext::SetResourceMinLOD

When implementing a max-texture-detail functionality for a game, which approach is better to use, out of: Setting the D3D11_SAMPLER_DESC::MipLODBias value of a sampler state object, or, Setting the ...