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
177 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 ...
7
votes
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 ...
1
vote
2answers
578 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
vote
1answer
169 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
vote
1answer
582 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
183 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, ...
1
vote
2answers
192 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 ...
0
votes
3answers
291 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
votes
2answers
215 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
vote
2answers
934 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
138 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
372 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
votes
1answer
853 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 ...
1
vote
1answer
812 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
votes
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 ...
1
vote
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
votes
4answers
206 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
votes
1answer
415 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, ...
2
votes
2answers
382 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
votes
1answer
603 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, ...
4
votes
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
votes
1answer
406 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
votes
2answers
723 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
votes
1answer
409 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 ...
-3
votes
2answers
318 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
vote
1answer
626 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 ...
4
votes
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
495 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 ...
1
vote
2answers
728 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
847 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 = ...
3
votes
2answers
483 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
votes
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
votes
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, ...
6
votes
1answer
282 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 ...
1
vote
1answer
287 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 ...
5
votes
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
votes
1answer
422 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 ...
1
vote
2answers
261 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 ...
2
votes
2answers
975 views

Rendering with Direct3D

I'm slightly confused about how Direct3D rendering works. Basically, as long as I render to one surface, everything is fine. But when I try rendering to multiple surfaces, it seems like everything is ...
4
votes
2answers
4k views

2D graphics with Direct3D

I'm trying to work with 2D graphics using Direct3D 9, but am not sure where to start. Right now I'm using a texture as the "draw buffer", and drawing that texture to screen. For the simplest things, ...
1
vote
3answers
1k views

Converting DirectX 9 code to DirectX 10

Preface: I purchased Programming an RTS in DirectX recently, and I know the code uses DirectX 9, but it has fantastic reviews and is apparently one of the best books you can get on beginning ...
3
votes
5answers
949 views

How do I convert DirectX's .X from binary encoding to text encoding and back

As far as I know, .X format can be text encoded and binary-encoded. I basically want to look into the model I'm playing with, get a better understanding of .X, possibly make some changes in it and ...
6
votes
2answers
2k views

How to implement SSAO in Shader Model 3/ DX9?

Ive read a few articles about SSAO, and i would like to implement it in to 3d engine at work, which runs on top of DX9. Can you give me an tips on getting the simplest implementation possible up and ...