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
1answer
217 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 ...
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 ...
0
votes
1answer
81 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
votes
1answer
423 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
0answers
103 views

AddFontMemResourceEx and D3DXCreateFont corruption

I'm trying to load a font from a buffer using AddFontMemResourceEx and then creating a D3D font with D3DXCreateFont. This works fine on every platform except Windows XP, where it causes the wrong ...
1
vote
0answers
286 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 ...
1
vote
0answers
100 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); ...
0
votes
0answers
20 views

Directx9 engine Z-buffer problem with d3dimage

I am trying to integrate my Direct9 engine into my new WPF application via D3DImage. Everything is working except for the Z buffer. With the AutoDepthStencil at FALSE I can render my meshes but the ...
0
votes
0answers
68 views

Picture got distorted after has been moved to Directx11

I have moved app from Directx9 into Directx11. After this upgrade strange thing happened with my world. Objects get skewed and became 2D, also they are clipped in unexpected places. Two arrows at ...
0
votes
0answers
87 views

Assimp - Error loading .obj files

I'm trying to load .obj files in my little game. I decided to use assimp as tool to import those models. But it seems that assimp does not import them correctly. I looked for a simple cube mesh ...
0
votes
0answers
28 views

Using normal maps in irrlicht lime with Direct3D9

I am using Irrlicht Lime, a .NET wrapper for the Irrlicht Engine. In my scene I render some simple geometries, that I construct "by hand". These are textured and shoud get a better look through normal ...
0
votes
0answers
64 views

DX9 system crash on Intel Atom CPU Z530 with Intel GMA 500

our project has to run on a very specific hardware, which is listed below: WinXP Professional 32bit Intel Atom CPU Z530 with Intel GMA 500 (2 CPUs, 1.6Ghz, 512 MB RAM) DX 9.0c 800 MB swap memory ...
0
votes
0answers
48 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( ...
0
votes
0answers
89 views

D3D9: StretchRect() between multisampled surfaces/depth buffers

The D3D9 docs only state that StretchRect() can be used to downsample a multisampled render target. It's not clear on what happens if both involved surfaces are multisampled. In particular, I wonder ...
0
votes
0answers
22 views

Writing 2 instanced models into a 2x wide RenderTarget as a form of MRT: disadvantages?

Our graphics engine uses forward pipeline. The final data is being written into a R8G8B8A8 target (no HDR) and prost-processed afterwards. Alpha channel contains the power of bloom for the current ...
0
votes
0answers
163 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 ...
-1
votes
0answers
16 views

System.AccessViolationException when instantiating a SlimDX.Direct3D9.VertexShader from pointer

I'm trying to instantiate a SlimDX.Direct3D9.VertexShader object from a pointer. I retrieve the pointer using the PassDescription object present in the compiled effect like so: try { // create ...