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
1k views

Convert a .fbx to a .x model

I'm trying to convert a .fbx model to a .x for use in my DirectX 9 project. Does anyone know of any software to allow me to do this? Been googling for a few days and not really found anything that ...
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2answers
689 views

Which is the best DirectX 9 SDK version? [closed]

I've seen a lot of Microsoft's DirectX releases through these years. Actually I'm working with version 9 right now and I read in a book that the October 2006 is one of the best version 9's releases. ...
0
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1answer
343 views

How do I make camera move at same speed when rotating and moving forward

I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I ...
2
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1answer
513 views

How can I get the front buffer into a texture on the GPU? [closed]

I'm attempting to write a small screen capture utility that writes captured video to disk. First, I get the front buffer surface. I've written a shader that takes this surface and through render to ...
2
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0answers
170 views

How to achieve best performance in DirectX 9.0 while rendering on multiple monitors?

I have read this article, and I am making use of some pixel shaders to achieve some effects. At most four shader effects can be applied at same time. What are the best practices to achieve best ...
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1answer
331 views

Parallel rendering in DirectX 9 in WPF application

I want to know if it is possible to have parallel rendering in DirectX 9.0. I am working on a WPF application which uses DirectX 9.0 for rendering. To make my application more efficient I want to have ...
9
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3answers
2k views

Pixel-perfect rendering to a rendertarget with a fullscreen quad

I have some trouble rendering a bunch of values to a rendertarget. The values never end up in the exact range I want them to. Basically I use a fullscreen quad and a pixel shader to render to my ...
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3answers
353 views

How to remotely debug a D3D9 application

I've got a D3D9 application, which works fine on my machine. But when I send it to a friend, his machine won't render any of the 3D content. I already changed the build to enable all error-code ...
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1answer
112 views

Calculating other objects based on the transform of another

What I want to do is create my graphics to be independent of the game framework. So basically the graphics won't know anything until it is told where things are. so the thought was that every ...
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1answer
194 views

How can I set the world matrix from an array of floats in D3D9?

I have objects that hold their own transform matrix (calculated every frame by the physics system) held in a linear array of floats as follows: [m0, m1, m2, m3] [m4, m5, m6, m7] [m8, m9, m10, ...
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2answers
614 views

DirectX Flicker

I'm using DirectX 9 via SlimDX (C#). My screen flickers a lot during rendering. I dug a little deeper and see that the surface is being cleared early. Here's an example: ...
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1answer
180 views

Present fails randomly on mixed C++ Direct3D9 app

I have a mixed .NET application (managed and unmanaged code bridged by C++/CLI wrappers) which uses unmanaged Direct3D9 9.0c to do rendering inside a control which is wrapped inside a C++/CLI class ...
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3answers
1k views

What is a better abstraction layer for D3D9 and OpenGL vertex data management?

My rendering code has always been OpenGL. I now need to support a platform that does not have OpenGL, so I have to add an abstraction layer that wraps OpenGL and Direct3D 9. I will support Direct3D 11 ...
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2answers
630 views

D3D9 Alpha Blending on the surfaces

I have a surface (OffScreenPlain or RenderTarget with D3DFMT_A8R8G8B8) which I copy pixels (ARGB) to, from a third party function. Before pixel copying, Bits are accessed by LockRect. This surface is ...
1
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1answer
172 views

Why would anti-aliasing work for the debug runtime but not the retail runtime?

I'm experimenting with setting various graphical settings in my Direct3D9 application, and I'm currently facing a curious problem with anti-aliasing. When running under the debug runtime, AA works as ...
1
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1answer
683 views

Drawing lines in 3D space

When attempting to draw a line in 3D space with D3DPT_LINELIST, then Direct3D gives me an error about an invalid vertex declaration, saying that it cannot be converted to an FVF. I am using the same ...
9
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1answer
186 views

Implementing invisible bones

I suddenly have the feeling that I have absolutely no idea how to implement invisible objects/bones. Right now, I use hardware instancing to store the world matrix of every bone in a vertex buffer, ...
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2answers
197 views

Direct3D9 application won't write to depth buffer

I've got an application written in D3D9 which will not write any values to the depth buffer, resulting in incorrect values for the depth test. Things I've checked so far: D3DRS_ZENABLE, set to TRUE ...
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3answers
336 views

Constant size geometries

How can I display objects in a 3D perspective projection that look like as if their size does not change, despite of the camera's position? I am using DirectX 9.0. I know of PositionTransformed ...
2
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2answers
222 views

Why does my win32 call, contained in a Class method, fail?

Using a Direct3D Tutorial, I took the knowledge and encapsulated it into a class. The code builds in MSVC 2010 fine, and I've handled all compiler warnings pertaining to my project with the highest ...
1
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2answers
1k views

Can't get debug spew for Direct3D9

The Direct3D9 debug runtime's debug output does not appear to be working correctly. I linked against d3dx9d.lib instead of d3dx9.lib and defined D3D_DEBUG_INFO and I also set the debug runtime on in ...
1
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1answer
155 views

Using ColorFill on a depth buffer

I'm trying to implement a render abstraction over Direct3D9, and one of the functions I'm implementing is clearing a render target, which includes a depth buffer. However, the ...
1
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1answer
415 views

Reading and writing an anti-aliased texture in Direct3D9

I'm slightly confused about textures versus surfaces in Direct3D9. Now, it seems fairly simple that you can only read from a texture and only write to a surface, and when you create a texture then you ...
2
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1answer
917 views

GPU particle system using vertex texture fetch in Direct3D9

I've been reading up on particle systems amongst other stuff and one interesting approach uses rendertargets to store a particle's position, velocity, lifetime, etc. A pretty neat summary is given ...
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1answer
927 views

where have the shape drawing functions gone in DirectX10?

such as the CreateTeapot function - http://msdn.microsoft.com/en-us/library/windows/desktop/bb172798(v=vs.85).aspx Is there an equivalent in DX10? If so, how do I use it? In DX9 you.. Declared: ...
3
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1answer
2k views

Does the latest DirectX SDK support both Direct3D 9.0c and 11?

1) What is the latest version of DirectX SDK? 2) For my purposes I need DirectX 9.0c SDK and DirectX 11 SDK. Do I need to install these libraries separately or last DirectX SDK package contains both ...
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0answers
124 views

How to update a mesh position base on a pressed key? [closed]

I have a mesh loaded from a file, like a tiger mesh. At the first time it locates at A position, then if I press a left key, it will moves to B position but the problem is if I press a left key one ...
5
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4answers
211 views

Is there any guarantee about the graphical output of different GPUs in DirectX?

Let's say that I run the same game in two different computers with different GPUs. If for example they are both certified for DirectX 10. Is there a guarantee that the output for a given program ...
2
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1answer
459 views

What are the GPU requirements for XNA 4.0?

I tried to build a sample application using XNA, but I got an error saying that Pixel Shader 1.1 was required, so I got a used Radeon X300 GPU that supports Pixel Shader. I tried to build it again, ...
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2answers
420 views

How can one access the depth buffer for Unreal Tournament 2004?

I'm looking for a way of getting depth buffer data for a virtual 3D sensor. Currently the method used is raycasting (implemented in UnrealScript), but I want to use the depth buffer data instead for ...
3
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1answer
648 views

Why do Pool.Default D3D volume textures take memory from my process?

I am working on a Direct3D rendering application that uses a lot of texture RAM. I notice that if I allocate a Pool.Default volume texture: _texture = new VolumeTexture(device, size.Width, ...
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2answers
3k views

Rendering skinned model with DirectX

I'm learning character animation with DirectX 9, and I'm new to 3D programming too. I'm trying to use examples with my model that I'll be working with. They are from the book Character Animation with ...
2
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1answer
434 views

Hemicube algorithm d3d9 or d3d11, float valued colors

The hemicube algorithm renders the scene to 5 sides of a half-cube, from the perspective of each polygon. Assume you place the hemicube around me and render to the 5 sides. The idea is, we can see ...
2
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2answers
781 views

About Alpha blending sprites in Direct3D9

I have a Direct3D9 application that is rendering ID3DXSprites. The problem I am experiencing is best described in this situation: I have a texture that is totally opaque. On top of it I draw a ...
0
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1answer
432 views

How can I make a 32-bit render target with a 16-bit alpha channel in Direct3D?

I want to create a render target that is 32-bit, with 16 bits each for alpha and luminance. The closest surface formats I can find in the DirectX SDK are: D3DFMT_A8L8 // 16-bit, 8 bits each for ...
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2answers
326 views

What are some good combinations of libraries? [closed]

Lately I have been working on a game that i plan to make online. I have used different libraries to make this game as far as i could, but I feel that I should rethink on how Im sertting this game up, ...
1
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1answer
672 views

terrain grid rendering problem

I'm using DirectX 9 and attempting to write a simple terrain generation object. I'm running into trouble with the rendering - I'm hoping that this is a common problem, and someone could spot the ...
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4answers
2k views

How to implement transition between screens

Last night I showed my game to my friends and they said it was a bit jumpy. The example he gave was in the pokemon games when a battle starts music plays, the screen flashes then pixels out then the ...
2
votes
1answer
532 views

DX9 sprite / font draw depth order

I need the ability to order the drawing of sprites and fonts. Some sprites need to be drawn behind and some in front of text. My problem is that my sprites and fonts use separate Begin() End() calls ...
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2answers
787 views

Creating a full-screen window in Windows API

I've got a Windows API Window. I've managed to make it windowed, and "fullscreen windowed". But I can't seem to make the window just full-screen- for example, even if I specify WS_POPUP, I can still ...
8
votes
4answers
1k views

In a 2d tile based game, what is a good method for scrolling?

I am using Direct3D with the D3DXSPRITE wrapper to draw the tiles to the screen. I have a tile class which contains members such as collision and tile type, then i have an array of tiles e.g. Tile ...
5
votes
2answers
929 views

Different number of lights => different shader

I have a shader that computes lighting for each light. PointLight PointLights[10]; uniform const float NumPointLights; for(int i = 0; i < NumPointLights; i++) { lightVec = ...
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2answers
511 views

How to check Early Z efficiency on AMD GPU with Windows 7

I have a game using DirectX 9, and a development station using Win 7 x64. I am still able to get access to another station with Vista x64 / dual booted with WinXP x86. I wanted to check early Z ...
5
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2answers
1k views

3D primitive rendering library

I am looking for a library which would easily allow me to render shapes (cubes, spheres, lines, circles, etc.) in 3D3 and OpenGL if possible. I want to be able to rapidly design visual debugging tools ...
3
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1answer
1k views

Direct3D Error Code 80070057

I'm getting a failure returned when calling Direct3DDevice->CreateDepthStencilSurface(). But rather than returning one of the values that the documentation says it should return (D3DERR_NOTAVAILABLE, ...
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1answer
299 views

Hardcoding C++ shader interop code

When writing code that interacts with multiple shaders, is it best practice to hard code the use of each effect? I wrote a couple of hard-coded loops and then noticed that I accidentally ended the ...
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1answer
291 views

Changing render target within an effect

I've got an effect which is a fairly simple two-pass deal- but it involves rendering to a texture in the first pass. Is it possible to change the render target from within an effect? I would ...
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2answers
1k views

How can I render text above a mesh in DirectX 9?

I want to render some text over a mesh in my DirectX app. It will have a similar application to health bars for units in games, just as text rather than a bar. I'm looking for the simplest way to do ...
2
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1answer
444 views

D3D9 Effects- variable parameters

I've created some simple Phong shading code from a sample. The issue is that the sample only handles one light. If I wanted a variable number of lights set at the start of each frame, how could I ...
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2answers
266 views

What is the Xbox360's D3DRS_VIEWPORTENABLE equivalent on WinXP D3D9?

I posted this on StackOverlow, but of course it should be posted here. I am maintaining a multiplatform codebase for Xbox360 and WinXP. I am seeing an issue on the XP side that appears to be related ...