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

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2answers
357 views

Is it possible to update constant buffers/textures/variables by name?

When I was learning OpenGL (some old version), the way to update variables in shader was to find their index or whatever by name (string) and then use that index to actually update them. And I've seen ...
2
votes
2answers
2k views

How to use UpdateSubresource and Map/Unmap?

From what I understood (from reading various pages) there are 2 ways to update a buffer: UpdateSubresource() (when buffer is created with DEFAULT usage) Map(), copy the new data, Unmap() (when ...
3
votes
1answer
677 views

Vertex Buffer Sharing between DirectX11 and Directx9

In my d3d9 engine i want to take benifit of compute shader of d3d11. So firstly I created a vertex buffer in d3d11 with D3D11_BIND_UNORDERED_ACCESS and then tried to create the d3d9 vertex buffer ...
1
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0answers
148 views

Box Zoom - Fit to rectangle

I want to box select a section of my screen and then zoom in that selection. So I have four corner points (my rectangle which I can drag with the mouse) in pixel coordinates. I have a perspective ...
3
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1answer
270 views

Adding false if statement to pixel shader produces a lag

One of lines in pixel shader produces a lag (lower fps). I can't understand why. if (TextureEnabled) color *= texDiffuse.Sample(texDiffuseSam, input.UV); Interesting fact is: TextureEnabled is ...
0
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3answers
939 views

XNAMath: Question on types XMFLOAT3/4, XMVECTOR (D3D 11)

I don't want to use XMVECTOR which i currently use in my DirectX 11 C++ game code. Because it is too much for me in memory. I want to use XMFLOAT3 or 4, but the problem is there is no matrix/vector ...
0
votes
1answer
730 views

Direct3D11 + Assimp imported model corrupted/failed

I use Assimp library to import vertex and index data from model file. I don't know how to correctly create index buffer from mFaces array of aiMesh. Or something wrong, because i my model is ...
2
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1answer
473 views

Early Z-test / depth-test in DirectX 11

As a DirectX noob i'm trying to wrap my head around depth buffers and specifically how pixel shaders are called for obscured pixels. From what i understand, the rasterizer calls the pixel shader for ...
4
votes
2answers
390 views

Calculate mipmap level in a loop with varying iteration?

How can I calculate the correct mipmap level in a shader? It needs to be used in a loop which runs a variable number of times so the compiler will not allow me to use Sample or the derivative ...
1
vote
1answer
417 views

Which coordinate space is the canonical default for each shader pipeline stage?

I'm working with Direct3D 11 and HLSL. I use four different shaders (vertex, hull, domain and pixel). I always have troubles using the right coordinate space in my shaders. Could somebody identify ...
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1answer
152 views

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

Should I initialize it before Map() or before `Unmap()? Does it make a difference?
2
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1answer
119 views

Independent blending with DXGI_FORMAT_R16G16_SINT

I'm implementing direct volume rendering engine with volume bricking, but I'm stuck with this problem: For each volume brick I render to color render target [CRT] (for visualization) and to data ...
0
votes
1answer
371 views

Game only runs at 60fps in windowed mode with a 120hz monitor?

In fullscreen the game will run at 120fps fine, the correct refresh rate for the monitor, but in windowed mode it only runs at 60fps. If I disable VSync then it runs at thounsands of fps so it's not ...
2
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0answers
139 views

Stereo 3D: drawing 2D elements at apparent screen depth

I'm developing an application making use of DirectX11's stereoscopic features. At such I am not relying on nVidia's automatic implementation. That means I have to replicate a way to render 2d elements ...
1
vote
0answers
80 views

Directx Texturing problem [closed]

I've recently started exploring Directx 11. I'm almost done the introduction so I started making my own *.obj parser and it works beautifully. I accounted for the right-hand coordinate system of 3ds ...
3
votes
1answer
486 views

Direct3D reducing DrawIndexed CPU usage

I am trying to optimise some of my rendering to get is useable on lower end machines (in my case a 2GHz i5 laptop with a GT 520M). A quick investigation showed that the GPU isnt actually getting to ...
4
votes
1answer
182 views

How do these Direct3D 11 components work together?

I am having a really hard time to understand how the following Direct3D components play together and what they do (or exist for) while creating a scene on the screen. render target view render ...
0
votes
1answer
168 views

Accessing and changing texture data in SlimDX

How can I access and change texture data in SlimDX? I have a Texture2D and a Texture3D and I need to be able to go in and change either a single or group of pixels.
0
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1answer
324 views

DirectX 11, using Tessellation & Geometry shader in a single pass

Before all, sorry for my poor english ! With DirectX 11, i'm trying to create a random map full with GPU. Using Hull shader stage, I'm managing LOD with tessellation. Using Domain shader stage, I'm ...
2
votes
1answer
781 views

Writing to a structured buffer with a compute shader (D3D11)

I have some problems writing to a structured buffer. First I create a structured buffer that is filled with float values beginning from 0 to 99. Afterwards a copy the structured buffer to a CPU ...
1
vote
1answer
297 views

How can I compile SM 3.0 effects in D3D11 in SlimDX?

var bytecode = ShaderBytecode.CompileFromFile("shaders\\testShader.fx", "fx_5_0", ShaderFlags.None, SlimDX.D3DCompiler.EffectFlags.None, null, null, out str); var effect = new ...
2
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1answer
108 views

Can I count all the allocated textures in D3D11?

Is it somehow possible to get the count of all texture objects on a device?
4
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1answer
151 views

Geometry Shader : points + Triangles

I have different Shaders and for each Shader a instance of the ShaderClass class, which initializes the Shaders, Renders the Shaders, etc. I use most of the Shaderclasses without Geometry Shader, but ...
-1
votes
1answer
483 views

Why was the DirectX mesh interface removed? [closed]

I'm currently working with D3D 11 and if I understood it correctly, D3D 10 had a mesh interface built in to it which was removed in 11. If this is correct, why was the mesh interface removed? It ...
2
votes
1answer
97 views

Why is it when I render a basic cube, my editor's grid changes too?

I have one HLSL file for DirectX11 that only has input layout for color and position. Then another HLSL file for the simple cube that has position, normal and textures. What I noticed is when I render ...
4
votes
1answer
534 views

How can I emulate point sprites in D3D11?

I have points which I pass to a vertex shader and then to a geometry shader, but now I want to get from the geometry shader a "bigger" point. So the point should get a "dadius" like it was possible in ...
3
votes
1answer
354 views

Using a switch command in one shader vs multiple shaders

If you have multiple shaders, could you instead of switching between shaders all the time just have one shader with a switch and each case will send you along to another shader function which you ...
1
vote
1answer
244 views

Painter algorithm on transparant objects

Why do you have to use the painter's algorithm when drawing transparant objects ? Can't you just use a z-buffer, draw all non transparant/opaque objects, then draw all transparant/opaque objects last? ...
1
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0answers
91 views

InputLayout handling [duplicate]

Where are you supposed to store InputLayout? Suppose i have some basic structure like. class Mesh { List<MeshPart> MeshParts } class MeshPart { Effect Effect; VertexBufferBinding ...
3
votes
1answer
209 views

Mesh objects and a draw function

I'm currently working with a mesh class so I can easily create mesh objects. Now I want a draw function in my mesh class so when ever i want draw it to the screen I can just call it without any fuss. ...
2
votes
1answer
665 views

How do you add rotation to particles?

Today I was working on a particle system and I can't figure out how to give the particle billboards a rotation (so to have them spinning clockwise or counter-clockwise while facing the player). I ...
2
votes
1answer
1k views

DirectX11 Gamma Correction

I am writing a game using SharpDX with DirectX11 and I have been reading that it is important to apply gamma correction to my engine in order to perform correct linear lighting calculations. So I ...
3
votes
1answer
207 views

Implement Displacement Mapping: Gaps along seams

I am implementing Displacement mapping using DirectX 11 with its new tessellation stages. Diffuse map and displacement map are generated by xNormal. The result after I applied displacement mapping is ...
4
votes
2answers
421 views

Why is there a different set-constant-buffer function for every shader type?

Why are there VSSetConstantBuffers(), GSSetConstantBuffers(), PSSetConstantBuffers() (and so on) instead of just one SetConstantBuffers() for all shaders? Should I have completely separate constant ...
1
vote
1answer
478 views

How to disable mipmapping?

I'm making a 2D game in which I create some textures dynamically for displaying as simple 2D quads. To achieve this, I call ID3D11Device::CreateTexture2D that requires a D3D11_TEXTURE2D_DESC. typedef ...
1
vote
1answer
555 views

Compiler cannot find some DX11 types (but can find DX10)?

my problem is probably trivial but I'm new to DX and have some trouble. I've found a code snippet (of a Shader class) with ID3D10Effect and ID3D10EffectTechnique types but I'm using DX11 so I changed ...
-1
votes
1answer
217 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 ...
1
vote
1answer
136 views

When would a GPU need to write data to a vertex (or other) buffer?

I'm trying to understand why, when and how a GPU would need to write data to some buffer inside its own Video Ram. In Direct3D 11, there are two flags that concern this, which are ...
1
vote
1answer
366 views

Do textures that are inside a shader resource need to be explicitly released too? (DirectX 11)

I have a ID3D11Texture2D (that I've created manually) inside a ID3D11ShaderResourceView. When I want to Release() the resource view, do I need to Release() the texture that it is inside too? Or is it ...
1
vote
2answers
745 views

How to obtain a pointer to the compiled shader in D3D11

My shader creation code looks like this. std::shared_ptr<IRenderUtility::IVertexShader> D3D11RenderUtility::CreateVertexShader(IShader::INIT_DESC & desc) const { HRESULT result; ...
2
votes
1answer
375 views

DirectX11 CreateWICTextureFromMemory Using PNG

I've currently got textures loading using CreateWICTextureFromFile however I'd like a little more control over it, and I'd like to store images in their byte form in a resource loader. Below is just ...
1
vote
1answer
257 views

changing depth stencil state in DirectX11

An example from Frank D Luna's 3d Game Programming with Dx11 shows the following effect technique: technique11 DrawTech { pass P0 { SetVertexShader( CompileShader( vs_5_0, DrawVS() ) ); ...
0
votes
1answer
217 views

How do I implement my old OpenGL-based gfx_render_triangle_list using DX11?

I am working at a game that has lots of procedural content. I had built a game engine using OpenGL that handles everything needed for creating a basic 2D game, sprites, primitives, blending, polygons ...
8
votes
1answer
1k views

DirectX11 without window attached?

I just wonder, if it's possible to initialize and use DX11 or DX9 for offscreen rendering only - meaning with no attached window. My intention is to do some GPU benchmarking before opening actual ...
2
votes
1answer
180 views

How can I render the whole faces instead of only the vertices? [closed]

I'm doing my master thesis in comparing DX9 LoD with DX11 Tesselation LoD. Therefore I use a ShaderManager that calls either the shader for the DX9 implementation, where the model is exchanged by the ...
2
votes
1answer
164 views

Emulate border color texture address mode efficiently

In WinRT the border color texture address mode is not supported. The best I came up with in emulating the border address mode, is doing this in my pixel shader: float4 tcol = tex.Sample(texSampler, ...
3
votes
1answer
534 views

DXGI and 2+ full screen displays on Windows 7

I am developing a program that needs two full screen Direct3D dispalys. According to the documentation I should create the swap chains in windowed mode and then switch to full screen mode. While this ...
1
vote
1answer
4k views

Creating a simple 2d engine (C++), best way to create an Sprite class?

Since MS announced that they are not give more support to XNA , for me was an opportunity to start to learn DirectX , so i wanted to learn DX11, i was following this tutorials ...
0
votes
1answer
1k views

Loading a vertex shader compiled by Visual Studio 2012

I've got an extremely simple vertex shader that Visual Studio 2012 compiles into a .cso file. Now I want to load this file and create a vertex shader on the graphics device using the ...
4
votes
2answers
358 views

Geometry shader worldviewprojection

I'm writing a simple geometry shader to create 3D "primitives" in place of a single point. I am performing all of the world-view-projection conversions within the geometry shader after creating the ...