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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161 views

Can I store D3D9 textures so that they don't consume process memory and also don't require “lost device” handling?

I have an OpenGL application that uses a lot of texture memory. While the texture is stored in the system memory, that texture memory is not part of my application process memory. When this ...
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1answer
164 views

Center directional light shadow to the cameras eye

I'm currently drawing my directional light shadow using this view and projection: XMFLOAT3 dir((float)pitch, (float)yaw, (float)roll); XMFLOAT3 center(0.0f, 0.0f, 0.0f); XMVECTOR lightDir = ...
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1answer
608 views

Anyone know the frames per second that IOS apps run?

Anyone know the frame rate that iphones, ipads, and even android mobiles run?
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1answer
123 views

Where does XNA 4.0 takes memory from to perform operations?

I found this question which talks around the question I'm interested in. In particular I focused on the line where the guys says that GraphicsDevice object is literally a representation of the ...
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2answers
163 views

How can I repeat a portion of a texture on a quad?

I want to repeat a selected part of the texture into a quad. I was looking at this thread, however the solution involved changing my HLSL. Is there any way to do it without changing my shader ...
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1answer
111 views

When creating the horizontal blur, how is the vertex shader being called for each pixel?

I am following this tutorial. I am confused as to why the VertexShader is being called each time for the PixelShader. I was under the assumption the VertexShader is called only 6 times during the ...
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1answer
211 views

Creating a 2D texture array for depth view

Following my question here, I decided to create an 2D texture array for all of my depth screen texture so that I can use them for shadows for all my lights. I'm having an issue setting it up, I'm ...
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1answer
343 views

Set Sampler states: Linear, Bilinear, Trilinear Filtering/Interpolation

How do you set each of these sampler states in the hlsl Linear filtering Bilinear filtering Trilinear filtering
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1answer
408 views

How to create and populate a 2D Texture Arrays in DirectX11

I have generated a bunch of ID3D11ShaderResourceView that are a 2D textures that have a depth map screen shot for my lights shadows. I would like to take all of these textures and put them into a ...
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3answers
195 views

Is it possible to gain performance by omitting vertex normals in the GPU pipe?

I am working on a rendering problem where I want to render as many raw triangles to the screen as I can with either OpenGL or DirectX with the absolute fastest performance possible. I wondered about ...
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1answer
247 views

How does HLSL handle clip(vector)?

My goal is to convert clip() to GLSL, version 1.5. I'm currently doing a basic: if (x < 0) discard; But if x is not a scalar, obviously I can't use the "<" operator. So I'm wanting to ...
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2answers
389 views

What is the depth that a pixel shader may output? Is it necessary to write Depth?

In DirectX11, what does the depth that a Pixel Shader can output mean? Does a pixel shader need to output a depth so that we "write" the depth? If not, why would we output it? For any doubts, I'm ...
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1answer
238 views

Multiple pixel shader passes

I currently have a pixel shader that calculates the texture and I have another that calculates the light. I want another shader that does both. What I would ideally like to do is instead of creating a ...
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1answer
101 views

Basic DirectX app creates whistle noise

I'm in the process of learning DirectX and in the book examples they have a very basic application which sets up DirectX and displays a blank screen. When I run this app however my computer starts ...
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1answer
158 views

Does HLSL implement Shader Model LOD instruction?

The DX Shader Model 5.0 has a lod instruction. It returns "the LOD (level of detail) that would be used for texture filtering". Does HLSL have a built-in intrinsic that can do the same? I know I ...
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2answers
199 views

DirectX11 Linker error

I'm in the process of learning DirectX and in the examples supplied with the book I get the following error: Error 29 error LNK2038: mismatch detected for '_MSC_VER': value '1600' doesn't match ...
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1answer
333 views

How to print Depth to a Texture2D and then read it in the next pass on a shader in DirectX11

I'm programming a two-pass effect in DirectX 11 (SharpDX). It's supposed to write the depth to a texture in the first pass and then use that texture to extract data on the second one in the pixel ...
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1answer
324 views

Difference between texture.Load() and texture.Sample() methods in DirectX?

The question is simply that: What is the difference between texture.Load() and texture.Sample() in DirectX? I've used a Texture2D to store the depth in a pass of a DirectX Shader (with SharpDX), and ...
2
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1answer
67 views

When should I clear an auxilliary render target?

I'm using a few different render targets in my game in addition to the back buffer. These other render targets are only used in a few places, for specific tasks. I'm wondering when I should be ...
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2answers
123 views

Alpha interpolation in a pixel shader

How does the interpolation in a fragment shader work when it comes to the alpha parameter? I'm programming a shader with SharpDX, DirectX11. My idea is to interpolate 2 3d points of a segment, so ...
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1answer
120 views

How do I create an efficient long, pannable, sprite-animated scene in a Windows Store game?

I am creating my first Windows Store application in XAML, and I cannot seem to find a proper example for the requirements I have. The basic idea of the app is to have a large scrollable canvas which ...
0
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2answers
132 views

Accesing depth buffer from shader

I read this presentation and on 6th slide I found that is not need to use multiple render targets and depth can be taken directly from depth buffer. From which version of DirectX or OpenGL can be ...
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1answer
134 views

Why isn't my other two constant buffers being updated to the shader?

I posted previously before about my two dynamic buffers not being dynamically updating the constant shader. The tessellation buffer isn't working because I have to manually update the tessellation ...
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3answers
392 views

Bouncing ball isssue

I am currently working on the 2D Bouncing ball physics that bounces the ball up and down. The physics behaviour works fine but at the end the velocity keep +3 then 0 non-stop even the ball has stopped ...
2
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1answer
283 views

Resource management

I've come across a strange thing in DirectX 11: I'm trying to implement large scale volume visualization engine. My approach is like this: if the volume is HUGE (could not fit to GPU memory ...
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3answers
372 views

Loaded Images are upside down

I'm using SharpDX Toolkit and load a png file with SharpDX.Toolkit.Graphics.Texture.Load(GraphicsDevice, Stream) If I apply the texture to another texture it's drawn upside down. The texture is: and ...
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3answers
422 views

Error on running exe, build using SharpDX

I have developed a windows application to read gamepad using SharpDx (XInput) and C# (VS 2008). The application is running smoothly in my development environment. But when i move to some other machine ...
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1answer
91 views

Determining desktop bounds by D3D9 adapter

I've got a Direct3D 9 application which normally runs full-screen. The user is able to select a display adapter to determine which screen it is shown on. I also offer a Windowed mode which launches ...
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1answer
3k views

Teamviewer doesn't show my game screen

I've been building a 3D engine from scratch using C# and I've tried to show the result to a friend of mine using Teamviewer. When my demo game starts he doesn't see it. He can only see the last active ...
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1answer
3k views

Can I use DirectX with C#?

I thought that if you wanted to make games using DirectX, you had to know C++. But I recently found out that that is not actually true. It looks like some parts of Direct3D can be used from C#. This ...
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2answers
892 views

how to detect same keyboard key press only once

I am designing a keyboard class that can detect the keyboard key press only one time but I still cannot figure out the way to do it. My goal is just check and perform the action only once when the ...
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2answers
461 views

Is it possible to use DirectX in pure C program?

I want to try something simple with Direct Sound. Just want to know if it's possible. Or maybe I need some other API?
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1answer
93 views

Just 2 images on a window loaded using DirectX10…But how?

I am a beginner to DX and I have tried looking everywhere for something very similar to this concept but can't find anything. I just want two rectangles on a window. Rectangle 1 : on some x,y with ...
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1answer
346 views

Finding Pixels within UV Coordinates

I am building lightmaps for 3D models. My lightmap algorithm needs to determine which pixels( lumels ) within the lightmap texture fall within the boundary of a mesh face( triangle )...this process ...
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1answer
140 views

Development with multiple libraries

I'm almost fresh to the game development and I have one question about libraries. If I choose one library, such as SFML, to develop the menu of my game, is it possible to merge with, for example, ...
3
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3answers
710 views

How to check if user has integrated graphics card?

I'm almost done with my Direct3D game. When user starts game first time it will adjust settings (and maximum settings) based on DirectX feature level starting from 9_1 up to 11_1. I have different ...
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1answer
77 views

How can I fix this transparency problem when my data is viewed from a certain angle?

using Microsoft.DirectX.Direct3D; using Microsoft.DirectX; I render a 3D data by setting device.RenderState.AlphaBlendEnable = true Now my top view looks like below, the outer surface layer ...
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1answer
291 views

Color grading, shaders and 3d textures

I'm trying to implement color correction with the 3d lookup table. The lookup table is actually just a 2d texture 256x16 and consists of 16 squares which one is 16x16. When it comes to rendering, I ...
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0answers
35 views

Align Object With Triangle

I currently am trying to figure out how rotate an object so it's aligned with a triangle along the Z Axis. I have the world matrix of the object and a triangle, which has it's 3 points and the normal. ...
5
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1answer
482 views

What does HLSL's tex2D return at (0,0)?

I'm trying to understand the mapping of texels to pixels, especially in the context of pixel shaders. I already found out the following: When I define a standard quad with vertices at integer ...
2
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1answer
584 views

The View-Matrix and Alternative Calculations

I'm working on a radiosity processor in DirectX 9. The process requires that the camera be placed at the center of a mesh face and a 'screenshot' be taken facing 5 different ...
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0answers
177 views

Connecting smoothly N textures on terrain

I started to create my own terrain in a quite common way, just like this: http://www.rastertek.com/tertut18.html . It is infinite and automatically generated (by using coherent noise). The areas are ...
12
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1answer
307 views

Accounting for waves when doing planar reflections

I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending ...
0
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1answer
199 views

An API independent way of managing video memory?

I'm developing a game. The game architecture is very modular. I have a "Graphics Engine", which uses either a Direct3D or OpenGL renderer. However the user does not have access to the renderers ...
3
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2answers
72 views

Local shape color blending

I am trying to implement this in Unity 4 Pro. But I am stuck in the blending part. I don't understand how you could blend multiples textures/colors using multiples volumes on an object. How could you ...
4
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2answers
283 views

Open World Object Management

I'm currently creating a system that essentially creates a world at run-time based on a seed I choose. In this system, I made it so that there are certain "chunks" that divide up different sections of ...
3
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1answer
516 views

Vertex Buffer Sharing between DirectX11 and Directx9

In my d3d9 engine i want to take benifit of compute shader of d3d11. So firstly I created a vertex buffer in d3d11 with D3D11_BIND_UNORDERED_ACCESS and then tried to create the d3d9 vertex buffer ...
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1answer
323 views

How do I copy the depth buffer to CPU memory in Direct3D 9?

I have code in OpenGL that uses glReadPixels to copy the depth buffer to a CPU memory buffer: glReadPixels(0, 0, w, h, GL_DEPTH_COMPONENT, GL_FLOAT, dbuf); How do I achieve the same in Direct3D? I ...
3
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1answer
244 views

Adding false if statement to pixel shader produces a lag

One of lines in pixel shader produces a lag (lower fps). I can't understand why. if (TextureEnabled) color *= texDiffuse.Sample(texDiffuseSam, input.UV); Interesting fact is: TextureEnabled is ...
4
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4answers
857 views

Face-Click Detection ( like in Minecraft )

I am working on a box-based game engine like minecraft and I was wondering how to detect the "clicked face" when placing blocks. I have created this engine in C++ ( DirectX / D3D ), C# ( XNA ) and ...