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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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.
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1answer
50 views

Implications of using single sprite to render multiple images

I wanted to know if using a single Sprite object to render all 2D textures on screen is better than using one sprite for each 2D texture in performance. EDIT: Using single sprite refers to using a ...
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1answer
383 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 ...
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0answers
169 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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0answers
28 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 ...
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0answers
50 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 ...
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0answers
49 views

Why am I getting the wrong color with alpha blend enabled?

I can't understand the result about drawing a line. I've set source and destination blending to D3DBLEND_SRCCOLOR, but I get a black starting color from my source. What's wrong? ...
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0answers
234 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 ...
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0answers
80 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); ...
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0answers
256 views

DX9 Deferred Rendering, GBuffer displays as clear color only

I'm trying to implement Catalin Zima's Deferred Renderer in a very lightweight c++ DirectX 9 app (only renders a skydome and a model), at this moment I'm trying to render the gbuffer, but I'm having a ...
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0answers
206 views

How should VertexBuffers be used with Multiple Monitors in DirectX 9

I am currently using DirectX 9 on a machine with two GPUs and three monitors. I am currently trying to draw a triangle on each monitor using vertexbuffers; A directx helloworld with multiple monitors ...
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34 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 ...
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0answers
34 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( ...
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0answers
50 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 ...
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0answers
14 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 ...
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0answers
111 views

DirectX 9 Blank Screen after Window Loses Focus

I have an application that uses DirectX9. I have 2 viewports( device swapchains ) to which I render geometry. If, during runtime, I click on a different application's window and then later try to ...
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69 views

Questions about alpha blending

Consider the following code: Device->SetRenderState(D3DRS_ALPHABLENDENABLE, true); //Open alpha blending Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); //Source factor ...
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0answers
145 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 ...