Tagged Questions

DirectX is a set of multimedia APIs from Microsoft aimed primarily at game developers. Popular APIs within the DirectX collection include Direct3D, XInput, and XAudio.

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1answer
88 views

Which nodes of the Collada DAE are most relevant for game object/character use?

I'm really new to game dev / D3D. And I was looking to choose an intermediary format to work with and convert to my internally used format. Collada DAE seems to be good as it can export animation too ...
2
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1answer
160 views

HLSL float4 addition returning all 0.0f vector, unexpected result

Edit: Added images at the bottom to show the current issue. I have the following few lines in my hlsl pixel shader where color and specular are both float4. color = color * textureColor; // Add ...
3
votes
1answer
125 views

Using normals in DirectX 10

I've got a working OBJ loader that loads vertices, indices, texture coordinates, and normals. As of right now it doesn't process texture coordinates or normals but it stores them in arrays and creates ...
0
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0answers
12 views

how to attach normals to my mesh in d3d10 [duplicate]

so ive got a working OBJ loader that loads vertices, indices, tex coords, and normals.. as of right now it doesn't process tex coords or normals but it stores them in arrays and creates a valid mesh ...
1
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3answers
211 views

How do I correctly multiply an XMMATRIX by a scalar?

Using DirectXMath and its XMMATRIX structure in C++ and Direct X 11, how does one multiply that matrix structure by a single float scalar? I want to implement the operation B = A * f; where A and B ...
0
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1answer
88 views

Getting invalid argument error on R32G32B32_FLOAT texture creation

D3D11_TEXTURE2D_DESC texDesc; texDesc.ArraySize = 1; texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; texDesc.CPUAccessFlags = 0; texDesc.Format = DXGI_FORMAT_R32G32B32_FLOAT; ...
2
votes
1answer
91 views

Compare world space distance to shadow map depth

I am rendering shadow maps to cubemaps (just rendering raw depth buffer) then projecting them to the scene to do omni-directional shadow mapping. The cubemap is sampled by the light direction vector ...
2
votes
1answer
117 views

Does Direct3D have hardware-dependant extensions like OpenGL?

I am not familiar with Direct3D and I want to know if it has hardware and vendor dependant functions like the extensions in OpenGL? A program written by a friend fails on certain computers while it ...
0
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1answer
72 views

Drawing .mtl files in Directx

So I've created my own obj loader and it loads normal's, UV's, vertices, indices and faces.. but it will only draw the whole obj a single color. I would like my loader to display the model as if it ...
0
votes
1answer
407 views

How do I determine the look-at vector of a free-look camera?

I'm trying to create a free-look camera with DirectX 10. I've figured out how to get the directions for forward and back and left to right. However, I don't know how to rotate the look-at vector of ...
2
votes
1answer
177 views

Is there a penalty to using render targets versus textures?

I figured that the best way to ship 2D art for multiple resolutions is to instruct my artist to create the fullscreen background images sized for the highest resolution and then scale them down during ...
1
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1answer
192 views

Why are there different ways of building projection matrices?

Matrix.PerspectiveFovLH documentation page says that this method uses the following formula to build a perspective projection matrix. [w, 0, 0, 0] [0, h, 0, 0] [0, 0, zFar/(zFar - zNear), 1] [0, 0, ...
-1
votes
1answer
76 views

Should I reuse vertex buffers for multiple draw operations? Would this be more efficient?

I am constructing the game scenario and buttons using Vertex Buffers. I am making a v_buffer for each item, and then releasing them. I don't like my method. Should I reuse my vertex buffer for ...
0
votes
1answer
178 views

How can I move the view in a DirectX game?

I'm making a game in C++ using Direct3D 9. How do I move the camera at constant rate? I'm making a Flappy Bird type game and I'd like to move the camera forward through the level.
1
vote
2answers
254 views

Does installing the DirectX SDK add project templates to Visual Studio? [closed]

I have Visual Studio 2013 installed on my machine, and I have installed the latest DirectX SDK, but it doesn't seem to have added any DirectX project templates to VS. Should it have? Or do I need to ...
0
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0answers
77 views

Dealing with 2D tiled maps in DirectX

I'm new to DirectX. I'm pretty much to the point to where I can create some sprites and attach textures to them, but I'm not fully cognizant of the entire model of textures and sprites or exactly how ...
0
votes
2answers
103 views

How to draw non-triangulated mesh?

I am working with DirectX (C#/C++). I am wondering is it possible to do not triangulate meshes and what the difference between cases (in loading and rendering code)? If so, how to do this? I know ...
0
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2answers
279 views

Texture coordinates for a 3D box

I have a box model in my DirectX application, stored as 8 vertices: MyVertex vertices[] = { { DirectX::XMFLOAT3( - 1.0f, + 1.0f, - 1.0f ), /*,tex coord...*/}, //0 { DirectX::XMFLOAT3( + ...
1
vote
2answers
202 views

Load texture from different thread

I am trying to load textures from a different thread but it fails everytime on this following method: D3DX10CreateShaderResourceViewFromFile Turning off my multithreaded routines make the textures ...
1
vote
1answer
59 views

Repeat or wrap texture (DirectX 9)

Sure there's something I'm missing about wrap/repeat textures in D3D 9. I've tried setting the sampler in the shader, i.e. : sampler DiffuseSampler = sampler_state { Texture = ...
1
vote
1answer
242 views

Problem calculating normals for heightmaps

So far I have been using normal avering to calculate the normals for my vertices in my heightmap, with good graphical result (see picture), however it is terribly slow. With a incresing image size the ...
0
votes
1answer
90 views

Tangent plane vectors smoothing with vertex normals [closed]

I'm trying to find a way to smooth out normals obtained from cross product of tangent and bitangent vectors calculated per face basis. I've already asked a similar question on SO, however with no ...
1
vote
1answer
62 views

How can I programatically determine if I can create a hardware D3D device?

I have a D3D 11 application to which I would like to add support for software rendering. This is because in some circumstances it will be run on over remote desktop or on machines without GPUs. From ...
0
votes
1answer
202 views

moving first person camera with the mouse on right click

I am new to game development and I am trying to get the game input working. I have successfully got all the movement keys for walking/running/looking around working; however, I am having a terrible ...
0
votes
1answer
183 views

Rendertarget and alphablending problem (Offscreen particle rendering)

Today, I have implemented soft particles by rendering them to a separate render target and blending that with the scene, which worked as expected with additive blended particles. In that case I render ...
4
votes
2answers
312 views

Is Batching Geometry Every Frame Always Slower Than Individual Draw Calls

I'm currently have an application that has ~10k draw calls. I implemented a batching scheme where I group all objects that share material, vertex format, etc and pre-transform them by their world ...
0
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0answers
72 views

Skinning mesh with Hermite Interpolation

I'm trying to implement an skinning mesh and I use Hermite Interpolation for evaulating frame's position. When I use the normal interpolation t*p1 + (1-t)*p2, it run well, but when I change to ...
0
votes
1answer
70 views

Triangular grid and rendering to a texture (Direct3D 11)

Is it possible to render vertex data from a triangular grid into a texture with a same size (i.e. 3x3 vertices to 3x3 pixels - each pixel is representing one vertex)? Consider following situation. I ...
0
votes
2answers
185 views

How to mix pixel colors in Shader?

I have a pixel that have a colour RGB. This color is calculated by the shader and can be anything. How can I override this color by a colour I choose. If my pixel is white it's simple, I can do this: ...
0
votes
1answer
150 views

When should rendering be performed during a frame?

When working with OpenGL or DirectX, should draw calls be done all at once, at the end of the update loop, or is it better to have draw calls occur during the update loop rather than just at the end?
0
votes
1answer
122 views

How to share matrix in HLSL?

I am trying to share this across multiple effect files: matrix worldMatrix : register(vs_4_0, b0); If I set this from one effect file, will it effect every effect file which has the same type of ...
1
vote
1answer
117 views

Reuse VertexBuffer or new VertexBuffer object?

I'm trying to render bitmap fonts in directX10 at the moment, and I want to do this as efficiently as possible. I'm having a hard time getting a start on my design because of this question though. So ...
9
votes
3answers
779 views

How can I create a glitter effect?

I am trying to create a glittering effect for my realtime shader but I don't know how. Here is one example, and another example. What technique can I use to implement this?
0
votes
1answer
199 views

Rendering Textured Terrain With SharpDX Toolkit [closed]

So i recently moved from XNA to SharpDX Toolkit and started with some basics. The 2d part was easy since nearly nothing has changed but im really struggeling with the 3d part. For example i wanted to ...
0
votes
0answers
41 views

IndexedInstanced logic

I'm using SharpDX.Toolkit with three buffers: two vertex and one index buffer. The first vertex buffer is bound to slot 0 for per-vertex data with following data: static VertexPosition[] vertexData = ...
0
votes
1answer
58 views

DXUT getters are always null using DLL

I'm struggling with a problem for a while and I hope some of you can help me out. The title for this question is vague, so I will try to explain my problem as best as I can! I'm am creating a project ...
0
votes
1answer
85 views

Changing the maxDepth of viewport

Whenever I change the maxDepth of the viewport from 1.0 to say 300.0f (just for kicks), everything on my screen disappears. Why is that? Is there anywhere else I have to account for this change in ...
1
vote
1answer
60 views

Does `SetResourceArray` copy the data into the GPU?

I am trying to create multiple textures, and only several of them change every few frames. I don't want to have to copy in the whole array via SetResourceArray for just a few textures that change, ...
2
votes
1answer
138 views

How do we apply different textures to different faces generated via geometry shader?

I am trying to render a cube by starting of with one vertex into the shader, then geometry shader to expand into a cube, and then apply a different texture to each side. The part I am facing the issue ...
2
votes
2answers
369 views

Implementing Geometry Instancing in DirectX

I have a project that I'm doing in Managed DirectX (DX9) where I want to render lots of grass. My current method (many draw calls) is slow, but I've heard Geometry Instancing can fix that. I know ...
1
vote
2answers
271 views

Anti-aliasing a sphere

I render everything in my game in 2D with SpriteBatch with the exception of a spherical entity (orb) that I render as a spinning and dynamically lit (custom effect) sphere in 3D. I capture the sphere ...
0
votes
2answers
169 views

Is there a way to optimize this 2D lighting effect shader? [duplicate]

I'm doing a little 2D game in C++ with Direct3D 11. In the game I want to render a sort of shadow that covers part of the screen: To do this I am using this pixel shader: float4 PS_Main( PS_Input ...
1
vote
2answers
180 views

How can I render 3D dots at object vertex positions?

What is the best way to put a dot on a vertex? I have a model (a plane for example) consisting of a few thousand vertices. I want to draw a red dot at every vertex's 3D position, just like 3ds Max's ...
0
votes
1answer
547 views

How to get pixel coordinates between 0,1 from SV_POSITION [duplicate]

I am new to HLSL and Directx. I was trying to write a simple gradient Shader by modifying one of Microsoft samples. 1.I can not understand why SV_POSITION is float4? If it is pixel coordinates ...
2
votes
1answer
104 views

How do I determine color resolution of an output in DXGI/D3D?

i'm was revising some code i wrote some time ago when working on the window wrapper for my rendering framework. The framework is based off DirectX, but it wasn't really using any D3D-related facility. ...
5
votes
1answer
321 views

How can I draw a perspective-correct quad?

I'm trying to draw a quad in 2D (in SharpDX, but that is basically XNA). But texture correction is not working, and I'm getting only an affine textured quad. I'm using BasicEffect to render it. ...
3
votes
2answers
204 views

How to fill/initialize D3D11_SAMPLER_DESC properly?

If I want to set explicitly every parameter of the structure I just do so and that's it. But what if I want to set only some of them and leave the rest with default values? I've seen in some tutorial ...
8
votes
1answer
282 views

DirectX error with older XP systems

I am a blind programmer, working on an audio game for the blind. I am using SlimDX, and it has been tested on dozens of systems from XP to Win 8.1. My code works on most systems just fine, but I ...
6
votes
2answers
595 views

Fixed Function vs Programmable Pipeline performance with many batches

In OpenGL 2.0 I can easily make 10,000 draw calls per frame (with state changes in between each call). However, if i try to do this in either OpenGL ES 2.0 or DirectX9 with shaders, my peformance is ...
2
votes
1answer
400 views

How to create texture using raw RGBA texture data without having to use LockRect

I was previously uploading textures to DirectX by creating texture in D3DPOOL_MANAGED and then calling LockRect to upload the texture data to DirectX. However, I have switched to using DirectX9 Ex, ...