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

learn more… | top users | synonyms (2)

0
votes
0answers
40 views

DX11 Tessellation LOD with diameter incorrect tessellation values [closed]

I implemented the LoD with diameter from following withpaper NVidia TerrainTessellation WhitePaper. In Chapter "Hull Shader:Tessellation LOD" Page 7 there is a very good explenantion of the LoD with ...
0
votes
0answers
39 views

Cascaded Shadow Maps left handed to right handed coord system

Im trying to port the Directx SDK (june 2010) sample (CascadedShadowMaps11) into a right handed version (to later implement in my engine) but i can't figure out the math, so far i got it partially ...
0
votes
0answers
40 views

Transform a Screen Delta

I have a delta in screen coordinates that I want to transform to a 3d delta in world space. The delta is in this case a movement across the (x,y) coordinates in screen space on the near projection ...
0
votes
0answers
234 views

C++ Directx 11 D3DXVECTOR3 doesn't allow me to devide it [closed]

If i have a simple vector3 like this: D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos)); It works perfect! But let's say i wanted to multiply it by: Speed*(float) timeHandler.GetDelta() ...
0
votes
1answer
932 views

SharpDX: best practice for multiple RenderForms?

I have an XNA app, but I really need to add multiple render windows, which XNA doesn't do. I'm looking at SharpDX (both for multi-window support and for DX11 / Metro / many other reasons). I decided ...
0
votes
0answers
165 views

What's a good way to organize samplers for HLSL?

According to MSDN, I can have 4096 samplers per context. That's a lot, considering there's only a handful of common sampler states. That tempts me to initialize an array containing a whole bunch of ...
0
votes
1answer
674 views

Changing the culling mode in the HLSL effect

I'm writing a cel-shading effect in HLSL and Direct3D 11, and I need to be able to flip the culling mode on the outline pass of the effect. I know you do this in XNA by setting CullMode to CW or CCW ...
0
votes
0answers
139 views

DX11 - Compute shader - wrong index calculation

I have volume (3D image) divided into blocks 16x16x16. Whole volume is 128x128x128. Data are stored in linear memory in my shader. For every block, i store start index within linear memory. Now, I ...
0
votes
0answers
267 views

Working on C++ and DX11. What should I learn next to make simple (and complex) games? [closed]

I think video games are great and I have many ideas I want to work on. I'm about 40% through a year long course in C++ and it is very fun and starting to be useful (now that we are using classes). ...
0
votes
1answer
503 views

Points in d3d11

D3D10/D3D11 drops support for point primitives. I'm trying to render a set of points for quick and dirty debug, any suggestions/quick hacks for getting large size points to show up in D3D11?
0
votes
4answers
630 views

Access violation in DirectX OMSetRenderTargets

I receive the following error when running the Triangle sample application for DirectX 11 in D3D_FEATURE_LEVEL_9_1: Unhandled exception at 0x527DAE81 (d3d11_1sdklayers.dll) in ...
-1
votes
2answers
399 views

Problem rendering cube using DirectX 11

I'm toying with DirectX 11 and am trying to render a simple cube, but I can't seem to get anything to show (except the clear color, which is a good sign I suppose...) Everything seems to be working, ...
-1
votes
1answer
89 views

How To Buffer Many Vertex, Geometry, and Pixel Shaders

What is the best way to buffer Vertex Shaders, Pixel Shaders, etc into the Device/Device Context without having to reload them from the filesystem every time? ID3D11Device::CreateVertexShader ...
-1
votes
1answer
59 views

Are there any open-source Direct X code-bases that I can look at to learn from as a beginning Direct X and graphics programming student? [closed]

I'm a third-year university student and I've recently begun studying Direct X 11. Mostly I've been following the samples from the SDK and reading a lot out of the MSDN. Although I have a decent ...
-2
votes
1answer
56 views

Does it matter where I initialize Directx11's shader constant buffer?

Should I initialize it before Map(), before Unmap() does it make no difference?
-2
votes
0answers
66 views

DirectX or Opengl? Good resources [closed]

I am attempting to learn DirectX 11 for game programming (In c++). I want to learn everything from the graphics pipeline and how to begin using DirectX11 to animating 3d graphics (such as characters) ...

1 2 3 4