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 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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1answer
92 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
240 views

D3D11 Deferred Context CommandList Reset

a rather quick question, I am starting on implementing rendering with deferred context into my game engine, and came across a heavy memory leak when recording command lists on my deferred contexts. ...
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507 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 ...
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1answer
364 views

Driver error when using multiple shaders

I'm using 3 different shaders: a tessellation shader to use the tessellation feature of DirectX11 :) a regular shader to show how it would look without tessellation and a text shader to display ...
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1answer
5k 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 ...
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2answers
815 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; ...
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1answer
329 views

How can I render primitives to pixel coordinates?

I'll emphasize that I am very new to graphics programming. I've been using XNA up until now and I've been looking for a way to build simple 2D functionality with textured quads. I'm sort of starting ...
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1answer
234 views

Direct2D gamma correction

I'm using direct2d and direct3d together and having an issue with gamma correction. My direct3d backbuffer is using an SRGB format and when I render images from direct2d onto the direct3d surface, ...
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1answer
628 views

ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND

I've stared at this for at least half an hour now and I cannot figure out what directx is complaining about. I know this error normally means you put float3 instead of a float4 or something like ...
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1answer
338 views

What are the tessellation factors Direct3D11?

I don't quite understand the documentation but if I was to tessellate a mesh using 3 control points in Direct3D11 with the "tri" domain am I right in thinking that SV_TessFactor is how many times to ...
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3answers
225 views

Extracting blend values from uint32 not working as expected

I have the following shader configuration code : uint gBlendValue = 0xffffff00; Terrain.Effect.GetVariableByName("gBlendValue").AsScalar().Set(gBlendValue); And I have the following shader code : ...
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845 views

Multiple Render Targets not saving data

I originally posted this question on stack overflow, but realised it might be better here. The original question can be found here I'm using SlimDX, targeting DirectX 11 with shader model 4. I have a ...
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0answers
62 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 ...
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1answer
68 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 ...
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1answer
50 views

Mix multisample and non multisample rendering in Directx11

is there a way to mix multisample and non multisample rendering in Directx11? It seems that when I create a multisampled render target I always get a multisampled rendering, regardless of the value of ...
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74 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 ...
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1answer
88 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 ...
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94 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 ...
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0answers
89 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 ...
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0answers
44 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 ...
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78 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 ...
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1answer
68 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 ...
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0answers
99 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... ...
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2answers
152 views

Implementing directional lighting in voxel based polygon-engine

I'm having trouble implementing directional lighting. (I'm not that familiar with 3D.) The problem is that the lighting does not "follow/flow with" the other blocks next to them. How should I fix ...
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1answer
102 views

Creating Direct2D PathGeometry from XAML format

Is it possible to create a Direct2D PathGeometry object from a XAML string (or from any other vector format) or do I have to create such a parser myself?
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1answer
206 views

How to make other semantics behave like SV_Position?

I'm having a lot of trouble with shadow mapping, and I believe I've found the problem. When passing vectors from the vertex shader to the pixel shader, does the hardware automatically change any of ...
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47 views

DX11 ID3DX11FFT as post

I'm trying to implement bloom using FFT during post processing. But I have no experience with compute shaders and so far. DX11 has the ID3DX11FFT interface, which encapsulates compute shaders under ...
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53 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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154 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 ...
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0answers
85 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 ...
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1answer
217 views

Is my idea of how to use matrices to layer 2D on top of 3D correct?

I'm new to using matrices, so I'd like some input on whether I've understood the use of them in the context described in the title. Right now I have a small Direct3D 11-based game engine which ...
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3answers
216 views

relationship between the model and the renderer

I tried to build a simple graphics engine, and faced with this problems: i have a list of models that i need to draw, and object (renderer) that implements IRenderer interface with method ...
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663 views

Need help transforming DirectX 9 skybox hlsl shader to DirectX 11

I am in the middle of implementing a skybox to my game. I have been following this tutorial http://rbwhitaker.wikidot.com/skyboxes-2. I am using MonoGame as a framework and in order to support both ...
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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 ...
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0answers
67 views

DirectWrite Producing Strange Artifacts?

I've written the basis to my UI system around Direct2D. I like it because it's fast and easy to use (even if I had to do some messy work to get it to work with DirectX11). However, I notice when using ...
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0answers
336 views

D3DX11CreateShaderResourceViewFromFile returns E_FAIL [closed]

When trying to create a texture, my call to D3DX11CreateShaderResourceViewFromFile keeps returning E_FAIL. To me that's about as generic as it gets, and I can't figure the problem out. The code looks ...
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1answer
128 views

Drawback of using multiple bind flags

As far as I understand Direct3D 11 I have to specify certain BindFlags in order to use a resource in a specific stage of the pipeline. From my experience some combinations are more common like ...
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2answers
229 views

DX11 - Weird shader behavior with and without branching

I have found problem in my shader code, which I dont´t know how to solve. I want to rewrite this code without "ifs" tmp = evaluate and result is 0 or 1 (nothing else) if (tmp == 1) val = X1; if (tmp ...
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3answers
4k views

Should I go with OpenGL to see my future in Game Development industry? [duplicate]

Possible Duplicate: Should I continue studying OpenGL or just switch to DirectX to give me a better chance of landing a job in the game industry? I tried Google but found quite old ...
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2answers
24 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 ...
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2answers
814 views

How do I get the DirectX project templates to appear in Visual Studio?

I have DirectX11 on Windows 7, and I also have VS13 Express for Desktop. In some tutorials I have seen that there's an option on VS13 for new project on DirectX, but doesn't appear in my VS13. Is it ...
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1answer
163 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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1answer
219 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 ...
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2answers
329 views

HLSL compiler specification (optimizations)

Can I read somewhere about optimizations that HLSL compiler performs? For example, in some codes I have different variables that get a constant value (just to let myself adjust the shader with other ...
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2answers
867 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 ...
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2answers
143 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 ...
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313 views

Why are my geometry-shader-generated billboards not showing up given the following code?

My program is a rain particle system. After processing a list of positions of rain particles, I passed them to the geometry shader for generating a billboard for each position. If I use a simple ...
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2answers
623 views

Multipass shader in DirectX 11

As far as I understand for DirectX11 it is recommended to have multiple single pass shaders, so the the method with multiple passes in one shader file is deprecated. Is my understanding correct and ...
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1answer
275 views

Running advanced floating point calculations on the GPU?

I want to learn how to use AMD Stream and NVIDIA CUDA (PhysX) to calculate things such as locations. I have not yet found where to get the SDK for these (I can't test the CUDA things because I have a ...