DirectX 11 is the primary graphics API for Microsoft platforms including Windows, Xbox One, and Windows phone.

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How to Copy the Contents of a DirectX Stream-Output Buffer to a Vertex Buffer?

I'm writing a very simple particle system in DirectX using the SharpDX wrapper. I use a constant buffer to pass a delta time to the vertex shader, which updates the position of the particles by simply ...
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65 views

Retricting movement to 3D axis

A cube is constructed in a 3D and can be rotated to view any side. I want to be able to drag the cube to any position with the mouse while keeping the Y-coordinate the same. I used project and ...
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99 views

Why isn't my cbuffer updating?

I am really frustrated because my cbufer isn't updating. This is my VS: cbuffer MatrixBuffer: register(b0) { float4x4 worldViewProj; }; struct VertexIn { float4 Pos : POSITION; float4 Color: COLOR; ...
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213 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 = Models....
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1answer
20 views

DirecX 11 R8G8B8 24bit format without alpha channel?

This is maybe a stupid question but I can't seem to find texture format for simple 24bit R8G8B8? There is only 32bit R8G8B8A8, but some of my textures don't have alpha channel. Is there any way to do ...
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1answer
40 views

Texture mapping artifacts on certain surfaces

I am currently working on a 3d game engine, but am complete stumped on a problem involving texture rendering. Here is the rundown. My game engine renders meshes of the OBJ wavefront type. I have ...
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Problem Rendering a Wireframe Cube and Grid with DirectX 11

I am trying to draw a 3D Wireframe (just the lines that connect each vertex) Cube and a 10x10 grid with D3D11. So far, this is my code //************************************************************ //...
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1answer
48 views

How do I toggle color writes in SlimDX 11/Direct3D 11 with FeatureLevel 10?

I'm having trouble setting the RenderTargetWriteMask field of a RenderTargetDescription struct. I simply want to toggle color writes but every time I try to enable the the color writes are changed ...
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1answer
30 views

Using a DirectX Vertex Shader to Modify the Vertex Data in VRAM?

I'm working on a GPU-side particle system in DirectX 11 where the vertex shader uses a vector field encoded into the color channels of a texture to modify the positions of the vertices before drawing ...
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22 views

Triangle in Directx 11 [closed]

I recently got a triangle to work in directx 11 what exercises should I do to not forget how to do this and get a better understanding of rendering geometry?
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1answer
87 views

Vertexquads are not being drawn in 2D space

I started teaching myself DirectX a short time ago and have come across a problem which I can't figure out by myself unfortunately. I'm trying to build my own font system, so I can draw strings in 2D ...
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1answer
433 views

Finding out the “width” and “height” of my screen after projection added

In a 2d game, doing collisions with the edges of your screen is easy. Your textures are a 1:1 mapping of your screen resolution because your verities are too.. if your x position is > than ( screen ...
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1answer
93 views

D3D11InfoQueue Isn't filtering out messages

I have followed the Coordinator's code advice from this page on how to query and filter the messages in the debug layer but it doesn't seem to be working. You can see from the following code that I ...
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1answer
77 views

Full screen quad in the HLSL Directx 11

I want to create a full screen Triangle/Quad so I can blur the box that is the quad I made. I want to do this in the vertex buffer. I tried this code: struct VSQuadOut { float4 position : ...
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25 views

Flicker when drawing multiple shapes over image based texture

I'm rendering video frames with multiple color filled shapes over it using SharpDx and D3D11. Rendering seems to be fine when just rendering the video frame and is as expected. Now if i draw a ...
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1answer
102 views

Zoom at a specific point using Orthographic camera

Currently I can perform Zoom which seems to be working fine but essentially what I'm really trying to do is zoom on a position offset from center as currently when I zoom then zoom is performed at the ...
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1answer
56 views

Shader constant management problem in DirectX 11

I've been learning the "dragon book" written by Frank D. Luna and trying to implement the part of the demo on my own. As some of you can see, the demo of the book uses effects interfaces to update the ...
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1answer
44 views

Dynamic Shader Linkage in DirectX12?

Do the dynamic shader linking concepts introduced in DirectX11 ShaderModel 5.0 still work in DirectX12? In the documentation the reflection API is still available (e.g. ID3D12LibraryReflection), ...
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1answer
53 views

DX11 CreateTexture2D

When i want to load texture i can either call CreateTexture2D without passing pointer to texture content passing Default usage and call UpdateSubResource or CreateTexture2D with pointer to texture ...
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1answer
76 views

DirectX 11 Problem with texture loading

I am trying to load a texture into my 3d graphics application. I am having trouble with my sampler state specifically. There are no errors generated just my little popup window saying, "Texture failed ...
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38 views

Unity / How do I change the color of the “Screen” based on the Object's depth's (as a Screen Effect)?

Yesterday I asked and solved my problem: Unity / How do I change the color of an object based on its depth? Today I tried to change the script(from yesterday) and apply it to the camera and it did ...
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2answers
72 views

Texture coordinates do not map correctly in Direct3D11 game engine

I beg your pardon if this question has been already answered elsewhere or if this is the wrong site, but I have a serious issue with rendering textures with Direct3D 11. Using Cinema 4D R17, I ...
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1answer
60 views

Refraction and transparency?

I need to do some refraction in a sphere. Do I need to make the object transparent first? Or just use refraction(refract) in HLSL DirectX?
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1answer
135 views

How can I read the smallest mipmap back to the CPU after calling generateMips?

I'm implementing an adaptive tonemapper based on the standard "scale down the luminance map to a 1x1 texture" approach. This is my code following the rendering of the luminance map: //Average the ...
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1answer
153 views

Windows 10 User has only DX 10.1 API

A user of ours has an issue whereby they cannot run our application, which requires DX11 API support and hardware support for DX10.1. The strange this about this issue is that the user is running ...
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2answers
65 views

Primitives LINESTRIP Closing to the first point?

I'm doing a exercise form the Frank Luna book. It ask to draw a LineStrip that looks like the red line in the picture. I'm using md3dImmediateContext->IASetPrimitiveTopology(...
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1answer
38 views

How to render more than one object in OpenGL or DirectX 11/12

https://www.youtube.com/watch?v=1ogg4ZfdBqU I am new to OpenGL, but I have similar objective as you can see in the video. Can we have one shader for all objects? Is there any sample in OpenGL? Any ...
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How to create a texture2d from an array of pixels in DirectX11

I currently have a ray-casting camera that holds an array of pixel colors (XMFLOAT4 color) that is 1024x768. I am trying to create a Texture2D in DirectX11 that is also 1024x768 and simply copy over ...
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1answer
377 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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1answer
135 views

Scene Graph: Does anybody have a real world example?

I'm trying to wrap my head around how scene graphs work, and how to apply that to my game, in the context of all my game objects, including assets, cameras, units, shaders, etc. All I can find are ...
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1answer
442 views

How can I mark a pixel in the stencil buffer?

I never used the stencil buffer for anything until now, but I want to change this. I have an idea of how it should work: the gpu discards or keeps rasterized pixels before the pixel shader based on ...
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12 views

How to write array of rgba to RenderTarget as a bitmap?

I have data in rgba format that I want to display as an image in my OnRender() method. I would like to do something similar to this: // initial data int [][] rgba; ...
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HLSL DXGI_x_UNORM vs DXGI_x_UINT

I have a texture resource with a format of DXGI_x_UNORM I can then access the data in the HLSL using .sample or .load and it works exactly as expected. However if i simply change my format from ...
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1answer
39 views

HLSL SetVertexShader Texture2DArray Sample

I want to do some texture samples in the vertex shader, but it seems this cannot be done in the same was as when using the Pixel shader. The code is basically.. Texture2DArray gTexture; VS() { ...
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1answer
58 views

How does zooming in affect collision detection?

So i'm pretty new to DirectX, currently going through some tutorials to get an understanding of it. Now that i'm getting a small grasp on graphics programming, im just wondering how simple AABB ...
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1answer
32 views

DX11 Camera not working properly

I'm currently trying to implement a ArcBall Camera which should fly around a given XMFLOAT3 position stored in a cb with a spezified distance to the position. I used the code from Allen Sherrod for ...
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1answer
62 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. ...
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21 views

Centering the skydome around the camera

I'm using the DirectXtk to create a sphere, that's hopefully to be a sky dome. Now I set the world matrix to CommonStates states(m_Graphics.getDevice()); m_Graphics.getContext()->...
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1answer
5k views

Where have the Direct3D 11 tutorials on MSDN have gone? [closed]

I've had this tutorial bookmarked for ages. I've just decided to give DX11 a real go, so I've gone through that tutorial, but I can't find where the next one in the series is! There are no links from ...
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rendering a terrain

I'm trying to render a terrain using directx 11 and applying a heightmap to it. I load the heightmap then I copy it to a integer vector, then for each vertex position I assign the Y position of that ...
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26 views

Calculating light in tangent space

Just a simple question. To do lighting in tangent space, just take the transpose of the TBN basis Matrix and multiply that against the light direction. Is that right? Here is my code float3 normalT ...
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38 views

Quad not rendered correctly after window resize

I have a orthographic camera. With the help of this camera i'm able to render a quad onto the screen using screen-cordinates. Using the camera i perform the zoom in/out on specific mouse position ...
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1answer
39 views

Is object space the same as local space?

I was in directx 11 and was wondering is local space the same as object space and if not, what is object space?
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RWTexture3D in Compute Shader on Intel HD 4000

I'm having some weird issues running a Compute Shader with DirectX 11 on an Intel HD 4000 GPU. The goal is to write different shapes into a DXGI_FORMAT_R32_FLOAT 3D Texture with a size of ...
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1answer
44 views

The steps in implementing Bézier triangle patches

What are the steps in creating a Bézier triangle patches. What steps would you do in order to create this in directx 11? Say I just input 3 vertices and create a simple triangle. Is this enough? Or ...
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1answer
39 views

PN TRIANGLES is Bezier Triangles right?

JUst wondering the term pn triangles is the same thing as saying bezier triangle patch??/
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2answers
370 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 (http://graphics.cs.williams.edu/papers/...
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129 views

Struggling with simple orthographic projection for a 2D setup

I'm trying to build a simple setup for 2D using SharpDX. Basically I want to supply my vertices in classic Cartesian coordinates: X-right, Y-up, starting with (0,0) in bottom-left corner. I've had ...
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1answer
93 views

Why is quad rendered at the center (0,0) instead of top left when using orthographic projection

I have been trying to render a quad(containg a texture) using orthographic camera so that the quad can be rendered using the screen coordinates directly. I started of by rendering just a triangle ...
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40 views

D3D11 Weird Tessellation patterns

I'm having a very peculiar problem regarding quad-patch tessellation. I'm building a planetary renderer using spherified cube and chunked LOD (6 quadtrees, 1 per original cube face). I have reached a ...