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.
1
vote
1answer
193 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 ...
-1
votes
1answer
121 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 ...
3
votes
0answers
64 views
DirectX9 thread lock problem with “present” and background loading new textures
Given:
Selfmade 3D engine based on DirectX9 written in C++
Task:
While render loop runs load additional textures in a background thread
Current Implementation:
- Create device with ...
2
votes
0answers
379 views
2D Line drawing with Pixel Shaders
Recently I asked a question, what is the fastest way to render 2D lines using DirectX, and one of the answers mentioned this paper on Fast Prefiltered Lines which uses Pixel Shaders to accomplish ...
2
votes
0answers
146 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
0answers
21 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);
...
1
vote
0answers
172 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 ...
1
vote
0answers
131 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 ...
1
vote
0answers
105 views
How to update a mesh position base on a pressed key?
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 ...
0
votes
0answers
166 views
How can I render multiple windows with DirectX 9 in C++?
I'm trying to render multiple windows, using DirectX 9 and swap chains, but even though I create 2 windows, I only see the first one that I've created. My RendererDX9 header is this:
#include ...
0
votes
0answers
37 views
Source Rects For Rendering 3D Objects
I'm trying to render quads that use spritesheets, however I can't seem to figure out how to get certain parts of a single image. I know the DirectX9 SpriteManager has a srcRect that you pass in when ...
0
votes
0answers
83 views
How to get warnings when compiling fx files
When I compile DirectX shaders (.fx files), I dont see any compiler warnings unless there was an error in the effect.
This happens both when using the offline FXC compiler, as well as calling ...
0
votes
0answers
139 views
Porting simple FFP bumpmapping to HLSL
I'm trying to port some antiquated D3D8 Dot3 bumpmapping code from fixed function calls to an HLSL shader. The original code looks like the following:
dev->SetTextureStageState (0, D3DTSS_COLOROP, ...
0
votes
0answers
131 views
Setting a Direct3D world matrix by an array
Outside of the DirectX class I have objects that hold their own transform matrix (this is calculated every frame by the physics system) held in a linear array of floats
//rotation Mat|Position
[m0, ...
0
votes
0answers
126 views
DirectX9 dynamic rendering
What I am planning to do is have the models (or maybe just an identifier for the model to be used) stored outside of the directX9 framework, and so in nature have completely dynamic rendering.
All ...
0
votes
0answers
128 views
Anti-aliasing works for debug runtime but not 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 ...
0
votes
0answers
338 views
How can I make a 32 bit render target with a 16 bit alpha channel in DirectX?
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 using 8 bits each ...
