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
60 views

How to render IDirect3DSurface9 in my window?

I have some code that captures the screen and save data into a surface. g_pDirect3D_Device->GetFrontBufferData(0, pSurface); All is ok, now I want to display pSurface in my window. I want to ...
3
votes
0answers
25 views

Flicker when drawing multiple shapes over image based texture

I'm rendering video frames with multiple color filled shapes over it using SharpDx and D3D11. Rendering seems to be fine when just rendering the video frame and is as expected. Now if i draw a ...
1
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1answer
160 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 ...
0
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1answer
156 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 ...
3
votes
1answer
729 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 ...
1
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1answer
77 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 VertexShaderMain()...
0
votes
0answers
64 views

Weird Collisions in ODE

I'm trying to get a basic OBB/OBB Collision System working. For this I use ODE. My problem is: Whenever I use the dSpaceCollide and pass in my Space and my Callback, my Callback shows me, that a ...
0
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0answers
40 views

Linear gradient shader ( Photoshop-like)

I'm searching a way to implement a linear gradient shader that behaves as the linear gradient in Photoshop (only the vertical case is necessary). It will be applied to 2D sprites. Currently I'm ...
1
vote
1answer
28 views

Convert Triangle/OBB Test to OBB/OBB Test

I'm using the collision library OZCollide (http://www.tsarevitch.org/ozcollide/) and I want to do OBB vs. OBB collision tests. The problem is, that this function doesn't seem to exist (see my other ...
0
votes
1answer
40 views

Why when releasing a DirectX Texture it fail

I have an instance where a class creates a DX9 texture via UINT usage = D3DUSAGE_RENDERTARGET; HRESULT hr = D3DXCreateTexture (m_D3DDevice, 200, ...
1
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0answers
89 views

Converting ARGB surface to NV12 surface

I'm trying to use NVENC to encode some frames that I'm capturing from a game. I've hooked EndScene() and I can get the data from the backbuffer, which is in ARGB format. Unfortunately, NVENC only ...
0
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0answers
26 views

How to get tearing-free present with D3D9 in windowed mode without DWM?

For a long time now I have assumed that it's impossible to get tearing-free presents with: Windows 7, no DWM (=Aero off), D3D9, windowed mode. However, my Windows 7 PC at work just does it. My ...
1
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1answer
146 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( ...
5
votes
4answers
8k views

How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile

I know that in OpenGL I can do something like this glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, _width, _height, GL_RGB, GL_UNSIGNED_BYTE, _buffer ); And its pretty fast, I get the raw bitmap in ...
1
vote
2answers
203 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.
1
vote
1answer
69 views

how to render to texture in single mip-level? [D3D9]

I'm trying to implement Hi-Z Screen-Space Cone-Traced Reflections using Direct3D9. I already know how to render to specific mip-level texture using Direct3D11, but not using Direct3D9. Has anyone ...
0
votes
1answer
239 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 ...
7
votes
1answer
249 views

What is the easiest way to Implement a 3rd Person Camera in C++/DirectX9

I'm pretty new to C++ and DirectX9 and I want to Implement a Third Person Camera. After some reading about Quaternion-based Cameras I decided to try Implementing it. But it really blow my mind, so I ...
1
vote
0answers
126 views

Loading FBX Files into a DirectX 9 Application

I'm having an extremely difficult time trying to convert an FBX file into a format that can be used with DirectX. I've read a lot of articles on forums all over the internet and have followed ...
4
votes
1answer
170 views

Where do you put the game window in fullscreen mode?

My game, like most games, supports running in fullscreen exclusive mode. And I'd like to give my players the choice of which monitor the game will display on. In order to prevent the player from ...
2
votes
1answer
151 views

Simple 3D OBB-Collision (DirectX9, C++)

I'm trying to implement a simple OBB vs. OBB collision detection! I don't need to know where the collision occures, I only want to know whether a collision occures. The problem is, that after lot of ...
0
votes
1answer
94 views

Texture being stretched when using D3DTADDRESS_CLAMP

I'm trying to create a skybox using a cube and using one of this textures: http://forum.unity3d.com/threads/mundus-skybox-pack-01-released.202748/ I've got it working well, but I noticed there are ...
1
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2answers
52 views

Direct3D9: How to switch from one full-screen monitor to another?

I know how to display my game in full-screen on a specific monitor by specifying an adapter number when the D3D device is created. However, I don't know how to switch from one monitor to another ...
0
votes
0answers
43 views

How do I set an array of matrices in HLSL?

I'm trying to render skinned meshes using Direct3D9 and HLSL. I am getting unexpected results due to the transforms that are bound to the shader. I am using PIX to view the constants and the values ...
1
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2answers
74 views

Most efficient way to optimize based on gpu type?

So, I'm writing an optimization button that should optimize a game based on the type of hardware the user has. I know I can use d3dadapter_identifier9 to achieve this, but what would be the most ...
0
votes
1answer
82 views

Render time only equal half of fps

I'm working on a project that remakes mario 3 (NES). In my game loop, i face a strange thing. Here is my code: while (true) { if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) { if (msg....
1
vote
1answer
34 views

Modifying alpha of pixels in sufrace/texture

I have a texture who's surface I've loaded with an image. Some areas of this image are completely transparent (alpha = 0), some completely opaque, and some are somewhere in the middle. The issue I'm ...
0
votes
1answer
91 views

Collisions between mesh (bounding-box) and Vertex/Index Buffer

I have a short Question: I'm trying to add Collisions in my 3D DirectX9 game and my World is Stored in a LPDIRECT3DVERTEXBUFFER9 and LPDIRECT3DINDEXBUFFER9 and Rendered per DrawIndexedPrimitive. My ...
3
votes
0answers
27 views

Combining two surfaces

I have two surfaces. One is the back-buffer, the other is a surface with some user-interface overlay graphics already rendered onto it. Both surfaces have identical properties (size, format...etc). I ...
1
vote
0answers
26 views

DirectX 9 Light projection

I am trying to see changes of component 'z' from light space. In vertex shader component 'z' divide 'w' is not 0. But after sending float4 with texcoord1 to pixel shader its 0. All matrices are good. ...
1
vote
1answer
342 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.
1
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0answers
136 views

Blending Lightmaps and Dynamic Texture Shadows in HLSL/GLSL

I'm using Gile[s] as my lightmapper and my engine can execute GLSL/HLSL scripts. I would like to accomplish something like this for performance reasons. I was told that this technique can only be ...
0
votes
1answer
32 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
votes
0answers
37 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 ...
1
vote
1answer
43 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. ...
1
vote
1answer
108 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. http://www....
0
votes
0answers
203 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
votes
0answers
66 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
vote
1answer
166 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
62 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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votes
1answer
49 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 ...
1
vote
3answers
165 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
votes
1answer
81 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) { ...
1
vote
1answer
212 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 ...
0
votes
1answer
148 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 ...
0
votes
1answer
174 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 ...
3
votes
1answer
330 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 ...
2
votes
2answers
126 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 ...
3
votes
1answer
230 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 ...