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
1answer
733 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
1answer
166 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 ...
1
vote
2answers
298 views

Texture2DArray in Directx11 with different formats

I'm trying to create a texture2DArray from multiple of images, each of which has different formats, and I got the following error from the DirectX11 debug layer. D3D11 ERROR: ...
1
vote
3answers
810 views

How do I correctly multiply an XMMATRIX by a scalar?

Using DirectXMath and its XMMATRIX structure in C++ and Direct X 11, how does one multiply that matrix structure by a single float scalar? I want to implement the operation B = A * f; where A and B ...
1
vote
1answer
946 views

Difference between texture arrays and multiple single textures?

I've just learnt that DirectX 10 and above have a feature called "texture arrays". Which, basically, is just a normal array of textures (shader resources) which in a shader is declared like: ...
1
vote
1answer
587 views

How can I read texel data on a separate thread in D3D11?

In D3D10, I load a staging texture onto my GPU memory, then map it in order to access its texel data on the CPU. This is done on a separate thread, not the thread I render with. I just call the device ...
1
vote
1answer
601 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 ...
1
vote
1answer
494 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 ...
1
vote
1answer
348 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
vote
1answer
864 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
vote
1answer
178 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
422 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() ) ); ...
1
vote
1answer
694 views

DirectX post-processing pipeline

I'm trying to make a simple post processing pipeline, depicted as follows with 3 effects in this case: |------| |------| |------| I ...
1
vote
1answer
2k views

Why can't my .exe find my .fx file?

I'm having a problem with my .fx file in my D3D 11 application. I can run the application just fine from Visual Studio, but when I run the .exe it fails when trying to load the .fx file. I've ...
1
vote
1answer
6k views

How did you learn DirectX 11? [closed]

How did you learn the DirectX 11 API? MSDN documentation, tutorials, blogs, sample applications, books, etc?
1
vote
1answer
39 views

picking 3D objects rendered using instancing

i have a peice of code that renders a 3D image, say a cube. I require 3 cubes in in different locations, this is done using instancing and i am able to render the cube in 3 different locations. ...
1
vote
1answer
35 views

Frame timer does not show time

I am currently using DirectX11 and MFC. The top of the window should tell me how long it takes to render the cube (in seconds). At the moment the cube is rendered but when I try to work out how many ...
1
vote
1answer
127 views

ID3D11Device::CreateInputLayout: Encoded Signature size doesn't match specified size

I get [ STATE_CREATION ERROR #161: CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE] with the following code: // Vertex data struct VertexData { XMFLOAT3 v; XMFLOAT2 vt; XMFLOAT3 vn; }; // ...
1
vote
2answers
133 views

Directx displaying selectable text

I am new to direct x and following this tutorial : brayzarsoft (part 14) I was able to display text. However, using this method the text is rendered to a texture. When you look at games that have ...
1
vote
1answer
54 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 ...
1
vote
1answer
1k views

DirectX 11 Updating Resolution

Searched for a while thinking this would have some obvious tutorials but I can't find anything... which makes me think I must be using the wrong wording because it seems obvious. Anyway, when I ...
1
vote
1answer
202 views

How do I change rasterizer state properly?

To set the rasterizer state I have to ID3D11Device::CreateRasterizerState() and then ID3D11DeviceContext::RSSetState. And then I should ID3D11RasterizerState::Release() it, right? How about when I ...
1
vote
1answer
815 views

Why does switching to fullscreen produce this graphical glitch?

I followed this tutorial and things were looking good. However, when switching to Fullscreen from 800x600 using alt-enter, I noticed an error in debug output: DXGI WARNING: IDXGISwapChain::Present: ...
1
vote
1answer
2k views

Rendering a image with some transparency has removed all black pixels and makes full texture transparent

I am writing a program where with Directx11 I am rendering a texture to a flat rectangle something along the line a of 2D engine. Now parts of this image need to be transparent, to this effect I ...
1
vote
1answer
329 views

How do I draw an isoline in a shader with a triangle topology?

I have some problems with my displacment. So I would like to have a simple little isoline starting in every triangles face center of the mash pointing in the direction of the corresponding faces ...
1
vote
2answers
181 views

How do I reverse the playback of an animation (instead of restarting it)?

I have created a sprite sheet of which consists of six frames of a character whose legs move each frame. Now I have written code so that the animation is running successfully from frame one to frame ...
1
vote
1answer
790 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
1answer
2k 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 ...
1
vote
1answer
2k views

DX11 application running on Windows XP using only DX9?

I'm developing an application that utilizes DX11. I know that DX11 is only available on Windows 7 (and Vista with SP). I wonder if there is some way to run the application on Windows XP and use only ...
1
vote
1answer
151 views

Texture the quad with different parts of texture

I have a 2D quad. Let say it's position is (5,10) and size is (7,11). I want to texture it with one texture, but using three different parts of it. I want to texture the part of quad from x = 5 to x ...
1
vote
3answers
719 views

How do you rotate a cube map?

I'm looking for suggestions on this Say you have a cube map. You want to rotate it as efficiently as possible. You can render the cube map, rotate the camera, and render the scene to another cube ...
1
vote
1answer
467 views

Marshalling C# Structs into DX11 cbuffers

I'm having some issues with the packing of my structure in C# and passing them through to cbuffers I have registered in HLSL. When I pack my struct in one manner the information seems to be able to ...
1
vote
1answer
1k views

Why are my scene's depth values not being written to my DepthStencilView?

I'm rendering to a depth map in order to use it as a shader resource view, but when I sample the depth map in my shader, the red component has a value of 1 while all other channels have a value of 0. ...
1
vote
1answer
2k views

Proper vertex buffer use

How're you supposed to use vertex buffers? Say you have 500 distinct deformable shapes/models in the world (ie you want to be able to change/delete vertices from the models somewhat arbitraily as the ...
1
vote
1answer
56 views

DirectxMesh obj to cmo texture coordinates off

I'm having trouble getting the texture coordinates of the cmo to match how the mesh was unwrapped in blender. I am using the directxmesh to convert the obj to a cmo and the directxtk to load the cmo. ...
1
vote
1answer
51 views

ID3D11Buffer and std::array : buffer looks empty

I am having trouble at rendering vertices stored in a std::vector. // Create and initialize the vertex buffer. D3D11_BUFFER_DESC vertexBufferDesc; ZeroMemory(&vertexBufferDesc, ...
1
vote
2answers
216 views

DDS files with DirectX Tk, Some work, some don't

I am learning DirectX with the DirectX Tool Kit library and everything seems to be going smoothly but I have run in to a tiny little hiccup. I am currently trying to load DDS textures from file ...
1
vote
1answer
245 views

DirectX 11 - Get the world matrix of my camera

I'm relatively new to the world of 3D games programming and I am not sure if I am understanding some key concepts correctly. Right now I have created a sphere that is 2.0f in radius which surround ...
1
vote
1answer
338 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
92 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 ...
1
vote
1answer
243 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 ...
1
vote
1answer
976 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 ...
1
vote
1answer
775 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? ...
1
vote
1answer
388 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 ...
1
vote
1answer
210 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 ...
1
vote
2answers
201 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
2answers
2k views

Fast fullscreen quad rendering in Direct3D 11?

For the last few weeks, I've been trying to port a DX9 implementation of HDR rendering (tone mapping, bloom, stars, etc.) over to DX11. I believe I've got all features working but I'm not getting good ...
1
vote
1answer
536 views

Manually writing a dx11 tessellation shader

I am looking for resources on what are the steps of manually implementing tessellation (I happen to be using Unity CG, but any help is appreciated). Today it seems that it is all the rage to hide ...
1
vote
1answer
861 views

How do I set up a depth buffer in SharpDX?

I draw some instanced cubes, but when i rotate the camera (or the world) some cubes that should be behind other cubes are drawn before the cubes. I already had this issue a long time before and i ...
1
vote
1answer
173 views

Frustum culling vs draw calls

In a more performance-sensitive environment than a desktop CPU/GPU (namely a mobile device) is there really a point in determining whether or not to skip drawing non-visible objects vs reducing the ...