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

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DirectX11, how do I manage and update multiple shader constant buffers?

Alright, I'm having a hard time grasping how constant buffers are bound to a pipeline stage and updated. I understand that DirectX11 can have up to 15 shader-constant buffers per stage and each buffer ...
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D3D11 - Setting multiple ID3D11SamplerStates for the pixel shader stage once and leaving them be

In my Direct3D 11 application, I am using several sampler states to retrieve texture data. Some of them are used in all pixel shaders, some of them are only used in very specific ones. The question ...
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handling errors in a framework

I'm writing a D3D11 framework and I'm trying to clean it up a little, and I'm unsure how to handle errors and return codes in my classes/code. What is the "best" and cleanest way to implement error ...
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Direct3D11 feature level

If I set the directx feature level to D3D_FEATURE_LEVEL_9_3 but I have a graphics card which supports D3D_FEATURE_LEVEL_11_0 does that prevent directx11 features from working even though my graphics ...
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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?
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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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I cannot update a shader constant via a constant buffer in DirectX 11

I've tried everything I can think of, but I cannot get a constant buffer to update a variable in my shader in DirectX 11. I followed the examples on msdn. I read and re-read the articles on constant ...
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Render to Texture2DArray slices in DirectX11?

I would like to set a slice of a Texture2DArray as a render target in D3D/DirectX11. It's not clear how to do this. What I'm looking for is the DirectX equivalent of glFramebufferTextureLayer(), ...
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Can't update DirectX11 shader constant buffer [closed]

Alright, I'm currently making the transition from DirectX 10 to DirectX 11 (with very little help from the MSDN documention) and recently ran into a snag with updating a shader's constant buffer. My ...
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What do these STATE_CREATION warnings mean in the DX11 debug output?

So I've been fighting my way through learning the DirectX 11 API with what little documentation there is out there and noticed some new D3D11 warnings in my debug output. (Atleast I think they are ...
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Modern Shader Book?

I'm interested in learning about Shaders: What are they, when/for what would I use them, and how to use them. (Specifically I'm interested in Water and Bloom effects, but I know close to 0 about ...
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How Often do you change Vertex/Index/etc Buffers?

So im still learning but I think i've got a grasp of most things DX11 (Well....beginner things) And I REALLY do apologize for all the questions.....but I'd rather understand EVERYTHING before I move ...
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Simple Terrain Grid (not working)

I know yall are probably going to hate me.....but I can't figure out what im doing wrong, im trying to make a SIMPLE Vertex Grid (for Terrain) but I get a black screen for some reason And I can't ...
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D3DX11SaveTextureToFile with shared resources

I'm using shared resources to send textures from one D3D11 device to another, so that I can copy the back buffer over the second device and use the second device context to save that texture to a ...
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Understanding DeviceContext and Shaders in Direct3D/SlimDX

I've been working through this tutorial about drawing triangles with SlimDX, and while it works, I've been trying to structure my program differently than in the tutorial. The tutorial just has ...
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Should I start to use DX11 [duplicate]

Possible Duplicate: learning Direct3D 9, 10 or 11 ? I have just started game dev and was wondering should I use DX11 or version 10? I know AMD/nVidia now have DX11 cards but there are not ...
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SRV from UAV on the same texture in directx

I'm programming gpgpu raymarching (volumetric raytracing) in directx11. I succesfully perform compute shader and save raymarched volume data to texture. Then i want to use same texture as SRV in ...
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What is the purpose of a Direct3D vertex layout?

This tutorial (msdn) gives a description of a vertex layout. This is an example of a input layout: D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, ...
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The pros and cons - DX9 moving to DX11 render?

We are a "nano" game dev company working on REFUSION. DX9 renderer is almost done and question is: Should we move it to DX11 or not? Anyone have experience with this? Here are some videos from dev ...