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
83 views

Is there a way to limit the size of the D3DPOOL_MANAGED pool?

I have over 2GB of textures that I need to put in D3D9's D3DPOOL_MANAGED pool. D3D9 charges the system copy of anything in the D3DPOOL_MANAGED to my process space. I'm working on a 32-bit system so I ...
0
votes
1answer
83 views

Why would I lose the D3D device during an HLSL unroll?

I have a pixel shader that downsamples a texture from one size to another. The downsample shader uses a nested 'for' loop to traverse the uv coordinates. When the for loop executes more than four ...
1
vote
1answer
68 views

Can I Use SetLOD with D3D9Ex?

I need to limit the mipmap level loaded onto the device for certain textures, but I'm using a D3D9Ex-based engine, so I can only use D3DPOOL_DEFAULT, not D3DPOOL_MANAGED. Microsoft's documentation ...
4
votes
2answers
427 views

Why am I running out of memory in D3DPOOL_DEFAULT?

When trying to using my company's D3D9 renderer and allocating everything in D3DPOOL_MANAGED I would run out of memory in the 32-bit process space. I tried using our D3D9Ex renderer and allocating in ...
6
votes
2answers
1k views

Fixed Function vs Programmable Pipeline performance with many batches

In OpenGL 2.0 I can easily make 10,000 draw calls per frame (with state changes in between each call). However, if i try to do this in either OpenGL ES 2.0 or DirectX9 with shaders, my peformance is ...
2
votes
1answer
625 views

How to create texture using raw RGBA texture data without having to use LockRect

I was previously uploading textures to DirectX by creating texture in D3DPOOL_MANAGED and then calling LockRect to upload the texture data to DirectX. However, I have switched to using DirectX9 Ex, ...
2
votes
1answer
326 views

How does the Direct3D 9 rasterizer determine triangle coverage?

I'm working on a software rasterizer to use in my project. I have implemented one that works well, however, often my rasterizer under or over estimates triangle coverage. I need perfect emulation of ...
2
votes
1answer
445 views

DirectX11 Swap Chain RGBA vs BGRA Format

I was wondering if anyone could elaborate any further on something that's been bugging me. In DirectX9 the main supported back buffer formats were D3DFMT_X8R8B8G8 and D3DFMT_A8R8G8B8 (Both being BGRA ...
0
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0answers
183 views

Radiosity using a hemisphere

I'm working on a radiosity processor. I'm projecting scene geometry onto a hemisphere at a high order of tessellation during a visibility pass onto a 1024x1024 render target. The problem is that the ...
2
votes
2answers
152 views

Replacing 4 additive sprite layers with a single shader. Just can't get it right

I'm using directx9 and have 4 textures I want to draw on top of each other. if I do this: PDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA); ...
5
votes
1answer
803 views

What does HLSL's tex2D return at (0,0)?

I'm trying to understand the mapping of texels to pixels, especially in the context of pixel shaders. I already found out the following: When I define a standard quad with vertices at integer ...
0
votes
1answer
315 views

Why can a certain DirectX mode produce display lag?

I have written two small test games using DirectX 9. One uses presentParams.Windowed = false; presentParams.PresentationInterval = D3DPRESENT_INTERVAL_ONE; and the other one uses ...
0
votes
1answer
46 views

What does this FVF value in the FVFData block of an .X file equate to?

I'm trying to read and ultimately write a mesh from/to file. This mesh has 2 sets of texture coordinates. The second set I know are held within the FVFData{} block of the .x file. The second set of ...
1
vote
2answers
479 views

UV Atlas Generation and Seam Removal

I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the ...
1
vote
1answer
477 views

Light Map Generation using DirectX

I'm trying to build lightmaps for an engine I'm working on. I'm using DirectX 9 w/c++ but my questions are related to the methodology behing the generation of light maps. I have a scene built from ...
1
vote
1answer
190 views

Efficient way to draw multiple separated quads

Let's assume I want to draw several separated (possibly textured) quads in Direct3D 9, each consisting of two triangles: How should I draw these for maximum performance, i.e. which of the following ...
3
votes
1answer
791 views

Vertex Buffer Sharing between DirectX11 and Directx9

In my d3d9 engine i want to take benifit of compute shader of d3d11. So firstly I created a vertex buffer in d3d11 with D3D11_BIND_UNORDERED_ACCESS and then tried to create the d3d9 vertex buffer ...
1
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1answer
257 views

How to set a global alpha-blending value in Direct3D 9?

Is it possible to set an alpha value globally in Direct3D 9, which modulates the pixel alpha values of every subsequent draw? I would like to let a whole scene fade in/out. I know that for example ...
1
vote
1answer
247 views

Whats the point of this LPDIRECT3DDEVICE9 reference?

I'm going through the DirectX 9 MSDN documentation Which lead me to something rather peculiar, do you need a class reference in DirectX 9? Can someone tell me what the point of the class ...
3
votes
3answers
2k views

How to implement marching cube algorithm for rendering clouds

I would like to render clouds using C#, directX9.0 using Microsoft.DirectX.Direct3D; using Microsoft.DirectX; Now I have roughly add and render the vertex as per below: As you can see, the ...
1
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2answers
1k views

how to set image resource path for D3DXCreateTextureFromFileEx method?

I try to merge all the image resources to a folder called resource. So, set image path as "resource/" but my directX framework only works if I compile at VS 2010. If I run from the debug folder it ...
0
votes
2answers
2k views

FPS limit function

I try to cap the animation at 30 fps. So I design the functions below to achieve the goal. Unfortunately, the animation doesn't behave as fast as no condition checking for setFPSLimit() function when ...
1
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0answers
340 views

2D Camera transformation sidescroller

i am currently trying to dive into 2D programming with DirectX, especially bulding a tile based sidescroller. I have worked with some chapters from a book (Advanced 2D Game Development) but always ...
-3
votes
1answer
123 views

Undefined fireball movement behavior

Demonstration video I try to do after the player shoot 10 times of fireball, then delete all the fireball objects and recreate a 10 new set of fireball objects. I did it but there is a weird bug ...
1
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1answer
2k views

How to set orthgraphic matrix for a 2d camera with zooming?

I'm using ID3DXSprite to draw my sprites and haven't set any kind of camera projection matrix. How to setup an orthographic projection matrix for camera in DirectX which it would be able to support ...
1
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2answers
834 views

How to blend the sprite into background?

I try to blend the character into game but I still cannot remove the blue color in the sprite sheet and discover that the white area of sprite is semi-transparent. Before that, the color ...
1
vote
1answer
345 views

How can I compile SM 3.0 effects in D3D11 in SlimDX?

var bytecode = ShaderBytecode.CompileFromFile("shaders\\testShader.fx", "fx_5_0", ShaderFlags.None, SlimDX.D3DCompiler.EffectFlags.None, null, null, out str); var effect = new ...
2
votes
2answers
365 views

Direct3D9 depth write without depth test

In OpenGL and Direct3D11 depth write is disabled if depth test is disabled. To enable depth write with out depth test in gl you must enable depth test with depth func always. OpenGL Even if the ...
1
vote
1answer
215 views

Sharing the effect [closed]

my problem is : If I load 2 models ( the same model zombie ) and give them the same effect I got the following error : for(int i =0 ; i<2 ; i++) { dwarfModel[i].model ...
1
vote
1answer
223 views

Texture Shaders vs. Pixel/Fragment Shaders?

My question is a simple one. Functionally, practically, and performance-wise, what are the differences between using a D3DX Texture Shader, and using a Pixel/Fragment Shader rendered with a full ...
0
votes
1answer
151 views

Are there alternatives to Vertex Tweening?

Now that I'm getting into animating 3D entities in my game, I was wondering what the best approach for this would be. I did some research and came across something called "Vertex Tweening". However, ...
1
vote
1answer
519 views

Flip the whole Directx output horizontally (mirror the output)

I would like to flip the whole fullscreen directX output horizontally so that the final output is presented mirror inverted. Is there a way to create a IDirect3DDevice9 instance which produces ...
3
votes
2answers
642 views

Clipping a windows draw area - Direct x 9 and c++ - 2D using D3D

DirectX 9, C++... Let me set the scene: I have a 16:9 image. I have a 16:10 screen. I want the 16:9 image to be drawn so that it is vertically centred within my 16:10 screen. My 16:9 image is 1920 x ...
-1
votes
1answer
465 views

Changing map 0,0 origin to top left while using D3DXMatrixOrthoLH

Thanks to Tetrad (for pointing out D3DXMatrixOrthoLH ) I have figured out how to set it up in DirectX9. However, the problem I am now facing is my 0,0 mouse position is now in the middle. What I ...
1
vote
1answer
123 views

Select display adapter in D3D9

I have a notebook that has 2 graphics card one Intel and one nvidia graphics cards. When I want to start my game I right click on the exe file and select run with graphics processor->Nvidia but my ...
1
vote
0answers
111 views

changing resolution in game on Playground SDK

I'm trying to make resolution change in my game based on Playground SDK. Now it looks so: TPlatform::GetInstance()->SetDisplay(width, height, fullScreen, letterbox); ...
5
votes
3answers
883 views

DirectX9 thread lock problem with “present” and background loading new textures

Given: Selfmade 3D engine based on DirectX9 written in C++ Task: While render loop runs load additional textures in a background thread Current Implementation: - Create device with ...
1
vote
2answers
563 views

DirectX How to Gernerate Vertices for Diamond Shape and Render it?

How to generate vertices for 3D Diamond Shape in DirectX? EDIT: I am creating an application which receive DIAMETER, CROWN, GIRDLE and PAVILION as parameter and render a model of diamond according to ...
0
votes
1answer
181 views

How do I make multiple instances of an object?

In a game I am working on, I am having an issue with making the player's ship shoot multiple bullets. The bullets have individual X and Y coordinates and velocity for X and Y. When I press "SPACE" to ...
-2
votes
1answer
172 views

How to use D3DXIntersectTri function to find intersected point?

How to calculate direction for D3DXIntersectTri function to find intersected point? And after getting the result in Distance how to get that coordinate(XYZ)?
0
votes
2answers
538 views

Problem reseting device when using render target

How can I reset the device when I am rendering to a surface, and then stretching that surface to the back buffer. If i don't change the render target everything goes well, but when i change the render ...
1
vote
0answers
473 views

tex2dlod and tex2d giving different values [closed]

I've been having trouble with vertex texture fetch for a terrain system I am implementing. I'm using C++/DirectX9. I have already implemented exactly what I want as a prototype in C#/XNA and now ...
0
votes
2answers
284 views

D3DXCreateEffect Performance

Current performance analysis shows that D3DXCreateEffect is called many times with different shaders. Between each call, the D3DCompile DLL is being loaded and unloaded. Is there an easy way to keep ...
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votes
1answer
439 views

How to Render Cylinder with built in function D3DXCreateCylinder in Directx9 with Delphi-Xe2 and JEDI? [closed]

I'm new to Directx and i want to render Cylinder using "D3DXCreateCylinder" function. I using Delphi Xe2 and JEDI for DirectX9.
0
votes
1answer
416 views

Making a DX9 game resolution independent

How can I change the resolution and stretch my entire game to the new resolution? I want my game to have a base resolution, and when I change it to stretch to that new resolution. I saw a few similar ...
0
votes
3answers
913 views

Using DirectX9 within Visual Studio 2012 in Windows 8?

Asking the question here simply because my PC is down for the count for a while and wasn't able to stave a curiosity before that happened. I picked up a few books about programming Games in DirectX, ...
0
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1answer
142 views

Adding Shader Model 3.0 support to my Direct3D9 app

So far, we've only used pixel shaders because we never needed to do any custom processing at the vertex shader level. However, the 3.0 model shader forces you to define a vertex shader. And that's ...
1
vote
1answer
1k views

How can I render multiple windows with DirectX 9 in C++?

I'm trying to render multiple windows, using DirectX 9 and swap chains, but even though I create 2 windows, I only see the first one that I've created. My RendererDX9 header is this: #include ...
1
vote
1answer
514 views

2D Matrix Transformation (with a Player and Ground)

I have a simple game that I'm trying to do for learning purposes, but Matrices are a bit hard, especially in DirectX. I currently have a tilesystem that renders tiles at the screen and a character ...
5
votes
1answer
2k views

2D Line drawing with Pixel Shaders

Recently I asked a question, what is the fastest way to render 2D lines using DirectX, and one of the answers mentioned this paper on Fast Prefiltered Lines which uses Pixel Shaders to accomplish ...