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

learn more… | top users | synonyms (2)

1
vote
2answers
90 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
362 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 ...
1
vote
1answer
159 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
396 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
172 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
89 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
64 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
296 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
616 views

Update DirectX 11 Texture Created in Unity Asynchronously in the Native (c++) Plugin

Sorry for the long question :D tl;dr version :) Is it possible to update DirectX 11 textures created in Unity asynchronously in a native plugin (C++)? I've written a plugin that retrieves data from ...
1
vote
0answers
186 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 ...
0
votes
1answer
239 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 ...
2
votes
1answer
94 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 ...
1
vote
1answer
232 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 ...
2
votes
2answers
360 views

SSAO all jagged

So I've been working on SSAO for awhile, and I thought I had it right, untill I loaded up the sponza scene that accompanied the SAO technique I'm implementing ...
0
votes
0answers
327 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
1answer
213 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 ...
1
vote
1answer
955 views

How to render a vertex buffer in DirectX11 C++ (specifically with box2d's b2Draw)

I have all the DirectX11 devices etc setup and working with DirectXTK's SpriteBatch and currently attempting to implement a b2Draw class to draw my box2d physics worlds. I have little idea on how to ...
2
votes
2answers
2k views

How does Direct3D know if a constant buffer is for the vertex or pixel shader?

I have a question about constant buffers in directX 11. They really confuse me and after searching on google most sites simply supply sample code without explaining how it works. I am probably ...
0
votes
1answer
585 views

Animation, Interpolation, & Structure

I have been working on animation in my small game engine recently and I am implementing some interpolation to be used with skeletal animations. I know how to do interpolation but I am not sure where ...
0
votes
2answers
226 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
87 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 ...
2
votes
0answers
137 views

DXGI - Frame rate drops from ~8000 FPS to ~1500 FPS when switching to full screen mode [closed]

I've created a simple app with a DirectX11 device and swap chain (IDXGISwapChain). All it does is clear the screen with a color and call Present(0, 0) on the swap chain. The app handles full ...
0
votes
1answer
229 views

IDXGISwapChain::ResizeBuffers - should I recreate the depth/stencil buffer too?

When I resize the buffers via IDXGISwapChain::ResizeBuffers(), it is required to release any references to views to the back buffer. That of course makes sense, because the back buffer texture is ...
0
votes
0answers
236 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 ...
0
votes
1answer
837 views

Why can't I create an unordered access view of a R32G32B32_UINT buffer?

So I'm trying to create an unordered access view for a buffer having with three component elements, but it fails with this warning: D3D11 ERROR: ID3D11Device::CreateUnorderedAccessView: The format ...
0
votes
1answer
291 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 ...
1
vote
1answer
53 views

How can I send matrix data to shaders without the Effects11 framework?

I'm making a Direct3D engine but I'm stuck with this one little problem. I want to not use effect files but instead use shader files. What can I use to send matrix variables to shaders if I don't use ...
0
votes
3answers
765 views

Direct3D 11 - Mipmap level selection

When we sample a texture resource through an SSO in HLSL, how is the mip level selected for sampling; assuming the texture resource contains mips? The SSO has parameters that seem to be concerned ...
2
votes
1answer
109 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 ...
0
votes
2answers
472 views

How do I use the DirectX Extension-Library in Windows 8?

I need to use the extended DirectX-Library (D3DX...), but I am programming on Windows 8 (VS), so the DirectX 11-SDK is already included. However, it's included without the extension-library. Do I ...
0
votes
1answer
198 views

Constant buffer not updating

I'm trying to rotate models independently of each other however I cannot for the life of my figure out how. I have gotten to the stage of writing this: std::vector<int>::size_type st = ...
1
vote
1answer
697 views

Static constants set to default value in HLSL

I'm using dx11 and I'm working on SSAO. I am having wierd results, so I tried debugging it using RenderDoc and stepping through the pixel shader log, all the values of the static array seems to ...
1
vote
0answers
56 views

Direct X 11 2D Books/Resources [closed]

I would like to learn Direct X 11 (coming from XNA) but I cannot find any good resources. All the resources I found either focus exclusively on 3D, or use so many third-party solutions it does not ...
0
votes
1answer
292 views

DX11 Reusing Command Lists

My team is working on an engine implementation and we are trying to add multithreaded scene traversal for updating and rendering our components... The question has come up as to whether or not we can ...
1
vote
0answers
122 views

Cubic bezier polygon clipping

I have a large cubic bezier defined 2D polygon area which I need to render in DX11 real-time to create as many 4096x4096 textures as needed. An average control point count would be around the 12k and ...
0
votes
1answer
574 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
1answer
739 views

how does an SM5 shader handle loops and if statements? (HLSL/CG)

How does an SM5 compilation handle loops and if-else statements, are branching execution routines unwound and if so, to what degree? Is it only Direct Compute that can optimize branching code? ...
0
votes
1answer
112 views

CSM DX11 issues

I got CSM to work in OpenGL, and now Im trying to do the same in directx. I'm using the same math library and all and I'm pretty much using the alghorithm straight off. I am using right-handed, column ...
1
vote
1answer
377 views

How do I use _com_ptr_t with RenderTargetView and DepthStencilView?

I have successfully used _com_ptr_t with the ID3D11Device and IDXGISwapChain but when applying the same reasoning to the RenderTargetView and DepthStencilView, the function ...
0
votes
1answer
947 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 ...
0
votes
1answer
258 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 ...
2
votes
0answers
147 views

DX 11 Specular Highlights in Deferred Renderer

I am currently implementing a deferred renderer in DX11.1. Right now I am having a problem that I can't seem to crack with specular highlights when I have multiple light sources. I keep a vector of ...
1
vote
1answer
82 views

Why does this no longer render the “test tri”? [closed]

So I got this code about rendering a shaded tri using sharpDX ... var vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None); var ...
1
vote
0answers
121 views

Realtime local reflections of particle system

I'm finding my way around CryEngine 3 (through Steam) and want to create a simple effect where a fire on shore is reflected in a body of water. For testing purposes, I've made the water dead calm... ...
1
vote
1answer
198 views

D3D11 shader signature validation with SV semantics

I'm trying to figure out what the rules are for linking the outputs of one shader stage to the inputs of the next. Since D3D11 does not have any error checking for linkage between shader stages, I ...
2
votes
1answer
426 views

How to blend multiple normal maps?

I want to achieve a distortion effect which distorts the full screen. For that I spawn a couple of images with normal maps. I render their normal map part on some camera facing quads onto a ...
0
votes
0answers
26 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 ...
1
vote
2answers
200 views

What is DirectX 11's equivalent of D3DCAPS9::MaxVertexIndex of DirectX 9?

I'm porting a DirectX 9 program to DirectX 11. How do I get the value in DirectX 11 that is retrieved using D3DCAPS9::MaxVertexIndex in DirectX 9? Thanks in advance.
1
vote
1answer
165 views

Estimated framerate for custom engine?

I've been writing my own engine with C++ and DirectX 11. I've got 3d models loaded in with diffuse maps, normal maps, and shadows. There's other things with the engine but my question doesn't pertain ...
0
votes
1answer
411 views

Rotation with XMMatrix to Rotation with XMFLOAT3

I'm rotating a Direction Light around a fixed object, so the light only contains a XMFLOAT3 to determine it's direction that it is facing. I have another object rotation using the variable Rotation ...