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

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Bilinear filtering of output image in Direct3D 11

I'd like to render something at one resolution, but display it in a window at another resolution (e.g. render the scene at 640x480 and stretch it to a 1024x768 window). Simply resizing the window ...
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37 views

Perspective division by zero yields unexpected results

Usually, this is how a shape in clip space is defined: [0.25, 0.25, 0.0, 1.0] [0.25, 0.75, 0.0, 1.0] [0.75, 0.75, 0.0, 1.0] [0.75, 0.25, 0.0, 1.0] After perspective division to NDC space the result ...
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46 views

Nothing drawn in Window, not even the clear color

A few years ago I have followed RasterTek's Direct3D11 tutorials to create a simple application in C++. I'm not trying to convert this very simple sample to C# using SharpDX. I've got the Window ...
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81 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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86 views

How do I sample a cubic shadow map in DirectX 11?

I've implemented a cubic shadow map for dealing with omni-directional light sources in my scene. By defualt it produces hard shadows Obviously a shadow map with higher resolution (currently using ...
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86 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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331 views

PSSM and tightening the split frustrums

So I have implemented PSSM which currently does not care about the objects in the scene, meaning alot of resolution is wasted on empty space. This image shows the bottom two splits wasting alot of ...
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146 views

DX 11 Specular Highlights in Deferred Renderer

I am currently implementing a deferred renderer in DX11.1. Right now I am having a problem that I can't seem to crack with specular highlights when I have multiple light sources. I keep a vector of ...
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161 views

1:1 mapping of texels to pixels with DX11 and multisampling and linear interpolation

Is it possible to get a 1:1 mapping of texels to pixels on a multisampled target in DX 11 with interpolation? It seems to me that the texture coordinate used in the shader is always one of the ...
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152 views

Stereo 3D: drawing 2D elements at apparent screen depth

I'm developing an application making use of DirectX11's stereoscopic features. At such I am not relying on nVidia's automatic implementation. That means I have to replicate a way to render 2d elements ...
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810 views

Geometry Shader and Stream Output with Directx11

I am having trouble trying to send verticies generated in the Geometry Shader to Stream Output. What I am trying to accomplish is to generate verticies from the Geometry Shader and store them to a ...
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38 views

How can I prevent other applications from interrupting my game's exclusive fullscreen mode?

I am developing a game using D3D 11. When I got a pop-up message from a chat client (HipChat), my game's full screen mode is disabled because IDXGISwapChain::Present returns DXGI_STATUS_OCCLUDED. ...
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56 views

Using linestrip and geomtry shader for a ribbon trail effect? Problem with vertex orders

I'm using DirectX 11 and c++ and I've been trying to make a ribbon trail renderer. I was hoping to be able to not have to build every vertex on the CPU side, just keeping the, uuh, "keyframes", or ...
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27 views

Direct3D11: Directional Shadow Maps

I've recently implemented shadow maps on my project. However, I'd like to add a feature that allows the light direction to be dynamically changed, so that the terrain can be viewed using different ...
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47 views

HLSL screen-space to world-space

I'm trying to use RenderDoc to understand how a DirectX11 game engine's vertex shader works, and ultimately recover the world-space positions of vertices. I have captured a frame using RenderDoc, and ...
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36 views

applying two Vertex shaders on two model with the same pixel shader

i want to apply two HLSL vertex shader on two different models but with the same pixel shader. what i've done is wrong but i didn't know how can I use both vertex shader with one pixel shader (and i ...
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22 views

Texture coordinate into texel form?

How do I convert a texture coordinate, like 1,0 into a texel form(a single value?). Like in the image below, what is the value of Q22 in texel? I'm in directx 11.
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31 views

What is Purpose of pIntermediate in UpdateSubresources?

DX11 used ID3D11DeviceContext::UpdateSubresource but now DX12 seems to use a new method UpdateSubresources. I think I can figure out most of the differences between these two functions but the ...
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31 views

Is it normal in skeletal animation to NOT consider the translation component in bone transform matrices?

I'm using assimp to load a model, and DirectX11 and DirectX ToolKit to render it. In the document of DirectXTK's IEffectSkinning, it says: As an optimization, SkinnedEffect and DGSLEffect assume ...
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25 views

Is it possible to have a SoA Vertex Buffer in DirectX 11?

Hi! I'm wondering if it is possible to structure a Vertex Buffer in a SoA approach like this { x1, x2, x3 . . . xn, y1, y2, y3 . . . yn, z1, z2, z3 . . . zn } instead of the traditional AoS ...
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60 views

How do you fix wobbling shadow edges?

I've implemented an omni-directional shadow map and I've noticed a rather unwanted behaviour on the shadows. It seems like when the angle between the occluded points and the light source is really ...
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156 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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155 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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86 views

Picture got distorted after has been moved to Directx11

I have moved app from Directx9 into Directx11. After this upgrade strange thing happened with my world. Objects get skewed and became 2D, also they are clipped in unexpected places. Two arrows at ...
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156 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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113 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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116 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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60 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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58 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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205 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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881 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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77 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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How can I write the depth buffer to a texture in D3D?

How can write the depth buffer to a texture? I see a lot of OpenGL examples, but I'm looking for one using Direct3D 11.
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25 views

Geting contents of index bufffer

I would like to copy the contents of an index buffer into the system memory. ie get the array of indices used for the rendering. How would i go about this in directX11? i searched the interweb but ...
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24 views

How do I count the number of pixels that pass the depth test. stencil test

I cant seem to understand how to count the number of pixels that pass the depth test or fail. My book gives me: if( StencilRef & StencilReadMask ⊴ Value & StencilReadMask) accept pixel ...
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90 views

Screen Space Reflections

Screen space reflections seems very straight forward but for some reason I'm struggling with this. My GBuffer is in View space and depth is z/w. float3 ViewSpaceToScreenSpace(float3 viewSpace) { ...
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159 views

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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78 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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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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34 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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336 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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115 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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76 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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27 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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25 views

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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How can I avoid transposing matrices and still use more efficient dp4's instead of a mul and 3 mad's?

I'm using the 'correct' matrix-vector multiplication form (M*v) as recommended here. All my matrices in shaders are prefixed with 'column_major'. This line of HLSL code: hPos = mul( ...
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88 views

How can I determine the position of Direct Sound buffer

I'm using Direct Sound to play WAV files in my environment, however I am unsure of how to check if the file has finished playing, I know DirectSound operates on a circular buffer, however my sounds ...
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67 views

DirectX 11 Compute Shader Thread Order

I want to implement a simple blurring method using multiple texture taps using a compute shader. The shader simply assigns a pixel color based on several near-by pixels in another texture. I would ...
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83 views

Blending two images with Directx 11

I want to blend two images. I have a brick wall and I want to subtract a grey scale. I do not want to do this in the pixel shader. This is what I want in the picture. My blend code is: ...
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89 views

Loading skinned mesh - initially rotated bones, how to set the weights?

I have an mesh that I've exported from 3ds max to my own file format. I use the left-handed coordinate system with Y up and the orientation is expressed as quaternions (both for models and bones). ...