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

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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 ...
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114 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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21 views

Viewport and debug session

I define and set viewport using this piece of code: D3D11_VIEWPORT viewport; viewport.Width = (FLOAT)pBspWindow->GetWidth(); viewport.Height = (FLOAT)pBspWindow->GetHeight(); viewport.TopLeftX ...
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D3D11CreateDevice Failed. [on hold]

I am trying to begin learning how to use DirectX11, I am currently working through Frank Luna's 3D Game Programming with DX11. To make sure that my hardware is compatible I went through the Demo code ...
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Loading ARGB in Directx 11

const D3D11_INPUT_ELEMENT_DESC InputLayoutDesc::Basic32[3] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL", 0, ...
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Speed up the DirectX game - how else can I boost the fps with typical triangle drawing?

I am writing my own c++/DirectX engine. I've made the basic framework and here comes the time for optimizations. I don't want to focus on optimizing the resources themselves right now (meshes, ...
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44 views

DX11 Mixing 2D and 3D

So I am somewhat new to working with DirectX rendering, and I have done some 2d and 3d work. I am planning on working on a new application where I will be rendering a bunch of 3d scenery, and then ...
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152 views

Constant buffer not updating

I'm trying to rotate models independently of each other however I cannot for the life of my figure out how. I have gotten to the stage of writing this: std::vector<int>::size_type st = ...
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179 views

DirectX11 Equivalent of OpenGL code

I am currently porting parts of my engine over to D3D11 from OpenGL and was trying to figure out how I would accomplish the following blending functions in D3D11. glEnable(GL_BLEND); ...
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28 views

Sphere texture mapping using Directx 11

I have a spherical panoramic image which I would like onto a sphere and centre it around the camera so I can look around the image, how should I best go about this? I will be using DirectX11. ...
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1answer
48 views

Map a normal image to a cubemap

How can I map a normal non T form image to a cube map? and if there is no manner with which to do this, is it possible to, via DX11, split the image, as the image may be generated on the fly? ...
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Update part of dynamic Vertex Buffer. SharpDX

I'm creating application to draw simple 2D charts in a fast way. Updating my VertexBuffer is implemented as below: Device.ImmediateContext.MapSubresource(_signalVertexBuffer, ...
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367 views

When should I set a texture as a shader resource in order to read it?

I'm writing a Direct3D 11 HLSL shader with SharpDX. What I want to do is write the depth to a texture in one pass and read it in the next one. After declaring the texture, do I have to set the depth ...
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19 views

Directx11 Shadow Mapping Not Rendering

I'm reading luna directx11 book,i want to implement shadow mapping using it but i'v got a problem with it here is the image from my scene(at bottom right you can see shadow map,why is it in red color? ...
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339 views

Animation, Interpolation, & Structure

I have been working on animation in my small game engine recently and I am implementing some interpolation to be used with skeletal animations. I know how to do interpolation but I am not sure where ...
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44 views

Transformation problems with hardware instancing in DirectX 11

I'm getting some wonky geometry in my application when trying to use instancing. I'm not sure if I'm doing the mapping of my per instance data wrong. This is how my mapping looks like: XMMATRIX scale ...
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2answers
26 views

How to handle mesh update in its vertex buffer

suppose i have a mesh, it can undergo any kind of changes - bend, stretch, even been torn. How should i update vertex buffer in DirectX for this mesh. For now i recreate it every time, and i don't see ...
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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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129 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.
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37 views

Using a Unity RenderTexture in a native plugin (4.6.1)

I am trying to create a RenderTexture in unity, but I want to update it using a plugin. I am doing this on Windows 7 Pro 64bit and I wrote the plugin using VS2010 professional. Here is the code in ...
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1answer
47 views

Will DirectCompute run this HLSL code

I found a sample about how to run a HLSL code with DirectCompute. https://code.msdn.microsoft.com/windowsdesktop/DirectCompute-Basic-Win32-7d5a7408 This is the HLSL script I want to run ...
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228 views

SSAO all jagged

So I've been working on SSAO for awhile, and I thought I had it right, untill I loaded up the sponza scene that accompanied the SAO technique I'm implementing ...
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DirectX 11 throws out my pixel shader when I multiply verts by MVP

Been following some tutorials online for DirectX 11. I was able to successfully get a triangle to render in screen space. But the moment I add a MVP matrix, my triangle disappears! Looking at it in ...
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45 views

DirectX 10 - dimension of vertices passed to vertex shader

I'm trying to learn DirectX programming. Looking at different tutorials there is something about vertices that I find a bit confusing. I know that DirectX uses vertices with four elements (x, y, z, ...
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552 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 ...
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102 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 ...
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44 views

Animations in games

I wonder how skeletal animations in games work. I am Writing my own Graphics Engine for "fun", and I have come across several problems with animations. Here is how I do it right now: 1: Load the ...
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73 views

How to merge 2 textures into single SRV

I have 2 textures in 2 different ShaderResourceViews. What's the fastest/least expensive way to merge them into one? I would use CopySubresourceRegion but copying a texture is quite a bit expensive. ...
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40 views

DirectX 11, Render vertices as points in Unity

I'm attempting to asses what is the most efficient manner to render vertexes as points in Unity with DirectX 11. I'm attempting to create a point-cloud instancing shader, that creates vertices in ...
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30 views

Buffer resource as shader resource view

I am trying to build a shader that change the output color according to something that happen in my c++ code In my code I create a buffer with four element(each element containe four float - RGBA) ...
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23 views

Rotating a directional light about y axis (DirectX11)

I have 2 fixed objects in a scene and a directional light which I am rotating on each update but I am not sure if I am doing it correctly after looking at the results. Here is the code: rot += ...
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1answer
66 views

How to access raw texture data in DirectX 11?

I want to get access to a texture's pixel color data on the CPU. When trying to map the texture, I get E_INVALIDARG in return from ID3D11DeviceContext::Map. ID3D11ShaderResourceView* resourceView; ...
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Disable/Remove Warning about a not bound Render Target View

So to render into my shadow map depthstencil buffer i only bind a DepthStencilView to the Output Merger. Like this m_pContext->OMSetRenderTargets(0,0, m_pShadowMapDV); ...
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42 views

VS Graphics Diagnostic Tools and IDXGIFactory::EnumAdapters()

I have the following constructor for my main application class where i enumerate all adapters, that looks something like this: CApplication::CApplication() { IDXGIFactory* factory; ...
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How does hardware tessellation work?

I would just like someone to explain in relativly clear terms how hardware tessellation works considering it is the new buzzword with DX11. Thanks.
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189 views

How to use D3D11_SHADER_RESOURCE_VIEW_DESC.Buffer.ElementWidth?

If I want to create an ID3D11ShaderResourceView* to a buffer with a given DXGI_FORMAT (e.g. DXGI_FORMAT_R32G32B32), do I have to also supply a value for ...
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1answer
60 views

Resizing D3D Buffers within a frame

I have a particle system. So far it worked like this: I have a dynamic vertex buffer for a system, which is created with a size that can hold for example 100 000 particles. I map/unmap this and write ...
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128 views

Native vs Desktop Resolution

I have code set up that finds the native resolution of a monitor and uses that to determine the resolution for (DirectX exclusive) fullscreen mode, using SetupAPI: HRESULT ...
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In HLSL pixel shader, why am I getting [-256.0, 256.0] values in SV_POSITION input?

My question is basically in my DirectX11 pixel shader, why am I getting a range of values from -256.0 to 256.0 in the SV_POSITION input instead of the supposed values from 0.0 to ViewportWidth and 0.0 ...
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56 views

How do i draw depth complexity(overdraw) in directx 11?

I want to read the stencil value in the shader so I can set colors for different depths. What I understand. Make a loop after the scene is rendered but before is is presented. so a loop with the ...
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2answers
105 views

Directional light and finding relevant shadow casters

Right now when culling the models to render for the directional light shadow map pass I just do a view frustrum culling using the main camera. At some angles, the objects will be outside the view but ...
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1answer
56 views

Sample() returns (0, 0, 0) for normal map 90% of frames

I'm having some trouble reading the values from my Normal map in my lighting fragment shader. The relevant part of the shader code is as follows: Texture2D NormalGB : register(t0); Texture2D ...
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1answer
172 views

Direct3d Techniques and Windows 8

Under Windows 8, what is the alternative to this code: technique11 Light0Tex { pass P0 { ... technique11 Light1Tex { pass P0 { ... And: Light1Tech = ...
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1answer
634 views

Multipass shaders and switching between passes

As mentioned here Effects should be avoided in DX11. If I understand correctly, that includes techniques and passes defined in *.FX files. So when doing a multipass shader (like the always-mentioned ...
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1answer
88 views

How do i load, render and trasnform 2D images using Direct3D 11 API? [closed]

In my small game project using DirectX 11 API, I created a Direct3D device, and can draw 3D meshes, using web tutorials and a book. But I cannot figure out how to load, transform (rotate, scale, ...
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73 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 ...
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611 views

Stencil buffer and transparent pixels

Do transparent pixels cause a stencil buffer operation (increment, decrement, etc.) to be executed? My understanding was that only opaque pixels cause a stencil buffer operation, transparent pixels ...
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70 views

How do I draw a full screen quad in DirectX 11?

How do I draw a full screen quad that shows red on the screen?
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79 views

How to load in meshes efficiently into DirectX11

I wanted to know if there was a standard and efficient method to load meshes from a file into DirectX11. Currently, I'm loading .obj's by parsing them in and storing their information into a vertex ...
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327 views

Rendering multiple meshes in directx11

Recently I have tried adding rendering with multiple meshes in my program. This did not go too well. The attempt I currently have goes like this bd.Usage = D3D11_USAGE_DEFAULT; bd.ByteWidth = ...