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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3
votes
3answers
762 views

CreateRenderTarget returns 0x80070057 in big surface resolution

I have created the SLI merged desktop of three 1920x1680 monitors, so the desktop resolution is 5760x1080. There is a 0x80070057 error, while calling CreateRenderTarget to create the RT_Surface: ...
2
votes
3answers
840 views

Rain effect using DirectX 9 capabilities

Is it possible to achieve something similar to nVidia's rain demo using only shader model 3.0 capabilities? If yes, could you point out a few documents/web resources that are suitable candidates and ...
5
votes
1answer
994 views

Rendering a Sprite with an Effect… how?

gettings tuck doing some 3d Rendering and I think you guys may have a lot more knowledge in it. I am tasked with basically rendering a texture onto a screen, preparing the way to apply graphical ...
1
vote
2answers
341 views

Reducing the level of detail of a mesh

I am importing an extremely detailed mesh (provided by a client) and it consists of something like 16 million triangles. For rendering performance I've been using the ID3DXMesh interface's Optimize ...
6
votes
1answer
486 views

What elements of D3DPRESENT_PARAMETERS MUST be set?

DIRECTX9... For ages, I've shipped games that only half-fill out the D3DPRESENT_PARAMETERS structure, and now I'm wondering if this is buggy. The items I'm worried about, and never set are: ...
0
votes
1answer
203 views

How can I keep straight alpha during rendering particles?

Rencently,I was trying to save textures of 3D particles so that I can reuse the in 2D rendering.Now I had some problem with alpha channel.Some artist told me I that my textures should have ...
2
votes
1answer
852 views

Omni-directional shadow mapping

What is a good/the best way to fill a cube map with depth values that are going to give me the least amount of trouble with floating point imprecision? To get up and running I'm just writing the raw ...
0
votes
2answers
647 views

DirectX 9 light class

At the moment I am trying to create a tech demo in directX 9. I have a good understanding of basic lighting but, in my game/demo, I want to be able to create and light a scene like the following: ...
6
votes
1answer
473 views

How do I get FEATURE_LEVEL_9_3 to work with shaders in Direct3D11?

Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and ...
1
vote
1answer
2k 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 ...
-2
votes
2answers
693 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
votes
1answer
367 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
votes
1answer
553 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 ...
1
vote
1answer
182 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 ...
1
vote
1answer
348 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
votes
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 ...
1
vote
3answers
364 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 ...
0
votes
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 ...
1
vote
1answer
200 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, ...
1
vote
2answers
671 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: ...
1
vote
1answer
183 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
674 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
174 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
745 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
votes
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, ...
1
vote
2answers
206 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 ...
1
vote
3answers
358 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
230 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
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
vote
1answer
167 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
vote
1answer
448 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
955 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
1k 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
212 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
490 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
450 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
679 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
446 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
850 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
450 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
332 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
724 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
554 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
896 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 ...