Questions which are specifically related to version 9.0 of DirectX SDK. If your question is not specific to this version of SDK (i.e. it could apply to DirectX 10 and 11 as well), use the 'directx' tag.

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1answer
20 views

3D space indexing for nearest neighbor searching

I am developing a CAD-like application where the user can draw (digitize) new geometries (points, polylines & polygons). While digitizing, I want the user to be able to (optionally) snap the ...
0
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0answers
17 views

Device.SetRenderTarget Prevents Shader From Executing

Using DirectX 9 and C++. I'm trying to finalize this code to run a HLSL shader on in-memory data. In theory it should be working. In practice the shader doesn't run. ...
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0answers
10 views

Creating a skinned mesh with SlimDX for DIrect3D9

I'm trying to convert a mesh into a 'Blended Mesh' using the ID3DXSkinInfo interface(wrapped by SlimDX). I am expecting that the resulting mesh contain blend weights but they do not. Here is code to ...
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1answer
26 views

How to Set HLSL Shader Input Textures?

Very simple question. With C++/Direct9, I'm creating a texture as RenderTarget with a full screen quad, creating a scene, setting a HLSL pixel shader, copying the image and then call Present. 1) How ...
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0answers
15 views

DX9 How to Apply HLSL Shader with StretchRect

Using DirectX 9,I'm trying to run a HLSL pixel shader on video frame data while copying it from one texture buffer to another texture buffer without displaying it. StretchRect at the end is what ...
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0answers
16 views

How to Set Compiled Pixel Shader

When compiling a shader with D3DXCompileShaderFromFile, it works. But what if the shaders are pre-compiled into .cso files? I have this function. It fails. What's the proper way of loading the pixel ...
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0answers
12 views

DX9 StretchRect to Texture Fails

Alright, I got the code almost working to copy memory data to a texture, process it with DirectX9 into another texture and copy the result back to memory. Almost all the errors are gone and the code ...
0
votes
1answer
20 views

How to Create Device with D3DFMT_A32B32G32R32F

I'm trying to create a DirectX9 device to copy video frame data from one memory buffer to another while processing it through a HLSL shader. I will need half-float or float precision for each channel. ...
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1answer
34 views

Can DirectX9 be used without HWND handle?

I found an excellent code here that does almost everything I need: running an HLSL shader on memory texture to process video frames into another texture buffer without displaying it. ...
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0answers
32 views

Run Simple HLSL Pixel Shader with DirectX 9

I'm trying to run HLSL Pixel Shaders with DirectX 9 where I feed a texture in, run the HLSL code and copy the resulting texture back from memory. I think I'm getting pretty close, although a LOT of ...
2
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0answers
63 views

How can I simulate these two droplet? [duplicate]

Below is a two droplet merging together,in 2d. I want to simulate the behavior when I exert combination force(through mouse or fling force on touch screen) on one of them to make them to be a larger ...
1
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1answer
28 views

16-byte aligned matrix in DirectX9 and D3DX with Havok Physics 2012

I want to ask a question about D3DXMATRIX and D3DXMATRIXA16, and how to use them with Havok Physics. I'm using Visual Studio 2012 on Windows 8. I successfully created an instance of hkpWorld, added ...
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0answers
12 views

How to parse animation data of a .x file in SlimDX

I have a managed Direct3D9 application that uses SlimDX. I need to implement a custom animation controller. I want to parse the .x file for animation data. The SlimDX.Direct3D9.XFile and ...
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votes
1answer
37 views

How to draw a sprite without black transparency key?

I would like some help with the following. At the moment when I draw the sprite I want it to be full black with no transparency, i.e. 255 alpha channel. But what I get is half transparency. How can I ...
0
votes
1answer
30 views

How to set a struct as a Direct3D9 vertex shader constant?

I have a vs_2_0 shader like this: struct ConstantBuffer { float4 diffuse; float4 specular }; shared uniform ConstantBuffer g_cb : app_constantBuffer; void PS(out float4 Color: COLOR0) { ...
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3answers
57 views

Grab depth buffer with unlockable D3DFORMAT

I'm currently piggy backing on a mod framework (Multitheft Auto) and trying to read the depth buffer in D3DFMT_D24S8 (DirectX9). I can read it if I change the format to D3DFMT_D32F_LOCKABLE and then ...
0
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1answer
34 views

FindNextValidTechnique fails

My effect file compiles successfully, but FindNextValidTechnique fails. Technique part of the shader: technique Diffuse { pass Pass0 { VertexShader = compile vs_2_0 ...
1
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0answers
49 views

Dynamically allocate memory for object array [closed]

I'm trying to create a RPG game and for a test I thought I might draw the same tile(20x20 pixels) over the whole window(720x480), it works and renders the tiles fine but the amount of memory and CPU ...
0
votes
1answer
83 views

How can I implement triple buffering using Direct3D 9?

I am creating an application using Direct3D 9. I want to implement triple buffering with vsync. I can successfully create a graphics device object with 2 back buffers. How do I know which buffer to ...
1
vote
1answer
100 views

How can I manually syncronize render calls with a monitor's refresh rate in Direct3D 9?

I have an application that utilizes Direct3D 9 to render 3D graphics. I'm trying to manually control the number of frames rendered in a given second. Here is pseudocode: while( bInGame ) { // ...
1
vote
1answer
175 views

How to draw an ellipse with DirectX 9?

I can draw the outline of an ellipse but I want to draw a filled in ellipse, but I can't seem to get the code to work. Any help would be great! I am using DirectX 9 and D3DX.
0
votes
1answer
106 views

PointSprite in DirectX9

I was trying to implement a particle system using PointSprites. Draw calls return D3D_OK but I don't see any particle on the screen. I'm not using Vertex Buffer for the particles, but I use two ...
0
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1answer
78 views

How to retrieve vertex information from ID3DXMesh

I need to know the position of each vertex (and triangles) from a mesh (a pointer to ID3DXMesh, created by calling functions like D3DXCreateBox, D3DXCreateTeapot and D3DXCreateSphere) to perform some ...
-2
votes
1answer
269 views

Can I use my directx 9 code to visual studio 2013 that already has directx11? [closed]

I am facing problem with my directtx 9 code?
2
votes
1answer
269 views

rendering an image within c# & sharpdx dirext3d9 [game overlay]

I'm following this guide and the related blog post to implement a basic game overlay for DirectX 9 games using SharpDX. So the tutorial already have an example for text rendering but I need to be ...
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0answers
72 views

Blending Lightmaps and Dynamic Texture Shadows in HLSL

I'm using Gile[s] as my lightmapper and my engine can execute HLSL scripts with DirectX 9. I would like to accomplish something like this for performance reasons. I was told that this technique can ...
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0answers
133 views

Directx9 engine Z-buffer problem with d3dimage

I am trying to integrate my Direct9 engine into my new WPF application via D3DImage. Everything is working except for the Z buffer. With the AutoDepthStencil at FALSE I can render my meshes but the ...
3
votes
1answer
161 views

Why is my DX9 render target restricted to 512×512?

When I use a render target higher in resolution than 512×512, I receive an image with black borders, depending on how big this texture was. Why is this? How can I fix it? Here's how I create the ...
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0answers
81 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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votes
1answer
61 views

Simulating aircraft movement with DirectX 9 [closed]

How would I go about simulating a planes movement in DirectX 9 using transforms (i.e. matrices). For example flying around an open space. When it moves it faces the direction it is going and ...
1
vote
0answers
221 views

Screen Space Decals Normal Mapping [closed]

I'm trying to implement screen space decals with normal mapping support. Up to this point I'm able to project decals into my scene. I'm even able to sample from the normal map in decal space. I ...
0
votes
1answer
55 views

How to apply two pixel shaders in one go

Is there any possible way to apply two pixel shader simultaneously in directx-9. For example I am having two pixel shaders one to apply ripple effect and another to modify the color of the texture ...
1
vote
2answers
145 views

Dynamic Flow Control in HLSL with Array References

I'm trying to do lighting calculations for an array of point lights in HLSL. I simply want to pass light direction vectors from the vertex shader to the pixel shader. Here is sample code: static ...
0
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2answers
703 views

How do I sample a Depth/Stencil Texture in HLSL?

I am shadow mapping in Direct3D 9. I'm trying to avoid rendering depth to a 32-bit render target. So, I've created a depth/stencil texture( a texture w/usage Depth/Stencil ). When I render I do this: ...
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0answers
240 views

Assimp - Error loading .obj files

I'm trying to load .obj files in my little game. I decided to use assimp as tool to import those models. But it seems that assimp does not import them correctly. I looked for a simple cube mesh ...
0
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0answers
58 views

Using normal maps in irrlicht lime with Direct3D9

I am using Irrlicht Lime, a .NET wrapper for the Irrlicht Engine. In my scene I render some simple geometries, that I construct "by hand". These are textured and shoud get a better look through normal ...
0
votes
1answer
99 views

Simple shader for sprite interface [closed]

I have been looking for any examples for a long time, I cant get anything to work (from the examples). I have tried using vertex/pixel shaders, effects files, but they never have any effect on the ...
3
votes
1answer
264 views

How do I render from one render target to another?

I have two render targets: a fake backbuffer; a special render target where I do all my rendering. a light render target; where I render my light fx. I'm sure I'm rendering correctly on both. The ...
1
vote
1answer
208 views

How do I take Direct3D9 full screen using SlimDX?

I'm writing a Direct3D9 application wrapped by SlimDX. I'm trying to take my application full screen but I am having problems. I can reset the device so that it covers the entire screen, however, it ...
0
votes
2answers
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.
0
votes
2answers
186 views

Implications of using a single ID3DXSprite object to render multiple images

I wanted to know if using a single Sprite object to render all 2D textures on screen is better than using one sprite for each 2D texture in performance. EDIT: Using single sprite refers to using a ...
2
votes
2answers
100 views

Dealing with back to front drawing with alpha blending and z buffer for a list of 2d quads

I'm using depth buffer as a layering system for my 2d render and I have to draw them from back to front to make semi-transparent quads work out. The problem is I have to sort my quads vector based on ...
0
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0answers
73 views

Transform texture coordinates when using shader

Assuming I define four vertices of a quad with texture coordinates that cover a whole texture or region of a texture, I can animate these coordinates by setting a transform using SetTransform( ...
0
votes
1answer
191 views

How do I avoid an infinite loop when testing D3D9 occlusion queries in SlimDX?

I'm creating a Managed DirectX 9 application using SlimDX. I'm trying to utilize occlusion queries in order to cull non-visible geometry found in the scene. The problem I'm having relates to SlimDX's ...
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vote
0answers
162 views

AddFontMemResourceEx and D3DXCreateFont corruption

I'm trying to load a font from a buffer using AddFontMemResourceEx and then creating a D3D font with D3DXCreateFont. This works fine on every platform except Windows XP, where it causes the wrong ...
0
votes
1answer
61 views

DirectX9 texture flashing or disappearing

I am learning DirectX 9 and I have these test models in my scene and this weird texture flashing happens. If you look at the bottom of the picture you will see a blue area, that is supposed to be ...
0
votes
2answers
516 views

Directx9, FBX sdk and indices problem

So I've set up my program, know how to get everything going except for one thing: indices. I've been stumped as to how I retrieve that set of data. Does anyone know what I function I need to get them? ...
0
votes
1answer
190 views

Why do I have to switch T(v) texture coordinates while importing OpenGL to Direct3D?

I am importing my code from OpenGL to Direct3D. My D3DTS_PROJECTION uses D3DXMatrixPerspectiveFovRH, and my D3DTS_VIEW uses D3DXMatrixLookAtRH to set a view equal to OpenGL's view. My question is why ...
0
votes
1answer
138 views

SlimDX and Parsing .X Files

I'm trying to parse a .x file using SlimDX. I can create the XFile object and register templates but I'm having problems with the enumeration object. The enumeration object has a child count of 0 for ...
1
vote
1answer
96 views

Do I need to call Release() on D3D objects when I use them in another function?

For example, I have an IDirect3DSurface9 * Surface and IDirect3DSurface9 *BackBuffer. If I were to use them directly in the render_frame function, I would need to release them on the closeD3D ...