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.
3
votes
2answers
335 views
CreateRenderTarget returns 0x80070057 in big surface resolution
I have created the SLI merged desktop of three 1920x1680 monitors, so the desktop resolution is 5760x1080.
There is a 0x80070057 error, while calling CreateRenderTarget to create the RT_Surface:
...
3
votes
2answers
536 views
How to mix textures in DirectX?
I am new to DirectX development and I am wondering if I am taking the wrong route to achieve the following:
I would like to mix three textures which contain transparent areas and some solid areas ...
3
votes
1answer
182 views
Preventing banding textures in DirectX
I have a 3D scene that I've tried rendering in Direct3D 10 and using WPF's 3D framework. Obviously, going directly to Direct3D is producing far better performance but I am getting banding which ...
3
votes
3answers
385 views
DirectCompute information
I've been trying to make use of the GPU as part of a project of mine. I've looked into both CUDA and OpenCL, but the lack of information showing you how to introduce these into a project is shocking. ...
3
votes
1answer
397 views
Learning to code first game, few questions on basic game development and 3D
I've been programming for a while, and I'm concurrently learning how to make a basic game and slimdx, and wanted to talk to someone to hopefully get a few pointers. I've read that Tetris is the ...
3
votes
1answer
1k views
Non axis aligned bounding box collision and physics
Exactly how much more expensive, and while we're at it, difficult, is it to have non-axis aligned bounding boxes in your framework?
I realise that it very much depends on what you're trying to do, so ...
3
votes
3answers
3k views
XNA - Drawing 2D Primitives (Boxes) and Understanding Matrices in Computer Graphics
I have two issues which I wish to solve by creating 2D primitives in XNA.
In my game, I wish to have a "debug mode" which will draw a red box around all hitboxes in the game (Red outline, ...
3
votes
1answer
146 views
Instancing with empty data, or varying vertex counts?
I am new to game development, having only developed a few games before, in 2D space, but with 3D rendering.
I have implemented instancing before, but this is only my 2nd time doing it. I have a ...
3
votes
1answer
709 views
problem with frustum AABB culling in DirectX
I am currently working on a project with a few friends, and I am trying to get frustum culling working. Every single tutorial or article I go to shows that my math is correct and that this should be ...
3
votes
3answers
343 views
Any hints about the average renderstate changes per frame?
While answers will vary depending on the case, I'd love to hear about what people have seen in their past experiences.
The question mainly relates to DirectX though if you have some numbers for any ...
3
votes
3answers
378 views
How to Bind Multiple Shapes/Models to One Vertex Buffer?
If I have two Vertex Arrays, one for Square, and one for Triangle; what is the best way to bind them to the VertexBuffer?
What are the patterns used to write multiple vertices to the VertexBuffer? ...
3
votes
1answer
879 views
How is constant buffer allocation handled in DX11?
I'm starting with DX11 and I'm not sure if I'm doing the things right. I want to have both pixel and vertex shader program in one file. Both use some shared and some different constant buffers. So it ...
3
votes
3answers
2k views
Non blocking Vsync in direct3d
I have direct3d application with a direct3d PRESENTATION_INTERVAL_ONE implementation. Pitty, its blocking and eating my CPU waiting for a Present. I ended up searching for Raster scan solutions, ...
3
votes
2answers
985 views
Proper asset management?
I am unable to wrap my mind around designing a good way to manage resources in my game.
For instance, a vertex buffer in DirectX or OpenGL would lead me to believe I should have one central buffer in ...
3
votes
1answer
202 views
Rudimentary 3D graphics in C++ .NET
I am looking to implement an extremely rudimentary FPS game with extremely rudimentary 3D graphics using C++ .NET and DirectX.
I'm not interested in any third party libraries or anything special like ...
3
votes
1answer
854 views
(real) 3d map rendering in wpf without an engine - how to handle the map data?
I'm just doing some research before embarking on rendering a 3D map inside a wpf app. I've never delved into 3D before, and hence the question..
I have map data (in several formats, and many files) ...
3
votes
1answer
372 views
Hashing 3D position into 2D position
I am doing volumetric raycasting and curently working on depth jitter. I have 3D position on ray and want to sample 2D noise texture to jitter the depth.
Function for converting (or hashing) 3D ...
3
votes
2answers
789 views
How to fix issue with my 3D first person camera? [closed]
My camera moves and rotates, but relative to the worlds origin, instead of the players. I am having difficulty rotating the camera and then translating the camera in the direction relative to the ...
2
votes
3answers
803 views
simplest way of making a sphere roll in a realistic way
rather than just moving a sphere across a plane, I want to make it roll like a ball. What is the simplest way of doing this? I assume it will have something to do with the circumference of the ball ...
2
votes
2answers
654 views
How to create a mini-game?
I am wondering how to creat a mini-game like "Diner Dash" or like "Big Fish Games". I want my game to be 2d, but it looks like 3d: see this image. ...
2
votes
2answers
448 views
Should I start to use DX11 [duplicate]
Possible Duplicate:
learning Direct3D 9, 10 or 11 ?
I have just started game dev and was wondering should I use DX11 or version 10?
I know AMD/nVidia now have DX11 cards but there are not ...
2
votes
2answers
841 views
Rendering with Direct3D
I'm slightly confused about how Direct3D rendering works. Basically, as long as I render to one surface, everything is fine. But when I try rendering to multiple surfaces, it seems like everything is ...
2
votes
2answers
920 views
OpenGL vs DirectX difference from Graphics card perspective?
I want to know the difference in purely hardware level if there is any. For example the most simple question: Is there a chip for DirectX and another chip for OpenGL? What do hardware producers do to ...
2
votes
2answers
1k views
How do I convert matrices intended for OpenGL to be compatible for DirectX?
I have finished working through the book "Game Physics Engine Development 2nd Ed" by Millington, and have got it working, but I want to adapt it to work with DirectX.
I understand that D3D9+ has the ...
2
votes
2answers
228 views
Do unused vertices in a 3D object affect performance?
For my game I need to generate a mesh dynamically. Now I'm wondering does it have a noticeable affect in FPS if I allocate more vertices than what I'm actually using or not? and does it matter if I'm ...
2
votes
4answers
11k views
Starting programming in 3D with C++
EDIT: There aren't sufficient enough tutorials for what I'm trying to do in Python, so I'm going to take my time and slowly build up my skills in C++. It's hard to trip and not land in a book of C++ ...
2
votes
1answer
321 views
Is the “impossible object” possible in computer graphics?
This may be a silly question but I want to know the answer to it. I saw this thing called the "impossible object", while they're many different images of this online, it's suppost to be impossible ...
2
votes
2answers
91 views
How to correctly check for HW T&L on Direct3D?
In theory, to check for HW T&L in Direct3D, one calls IDirect3D9::GetDeviceCaps and checks for the HWTRANSFORMANDLIGHT flag to be set in the returned structed.
However, the documentation states:
...
2
votes
4answers
386 views
Do games use threads?
I 'understand' that the concept of how a game runs i.e
while (game_loop = true)
{
//handle events
// input/output/sound etc
}
But it has come to my attention while programming in another ...
2
votes
2answers
714 views
Does Monogame on Windows Desktop use OpenGL or DirectX by default?
if i use monogame 3.0 beta on windows desktop, does it use the directx renderer (sharpdx) or the opengl renderer by default?
if it uses directx is there away to make sharpdx call directly? thanks!
2
votes
2answers
836 views
2D overlays in 3D environments
For a 2D overlay in a 3D environment using DirectX, is the 2D overlay still coded as a surface in 3d always positioned in front of the camera?
I haven't tried this yet but I imagine that technique ...
2
votes
2answers
626 views
Converting from different handedness coordinate systems
I am currently porting a demo from XNA to DirectX which, as I understand it, both have coordinate systems with different handednesses.
What are the things I need to bare in mind when converting ...
2
votes
1answer
457 views
Direct3D11 feature level
If I set the directx feature level to D3D_FEATURE_LEVEL_9_3 but I have a graphics card which supports D3D_FEATURE_LEVEL_11_0 does that prevent directx11 features from working even though my graphics ...
2
votes
1answer
155 views
DirectX the same across platforms?
Various versions of DirectX are available on both Windows and Xbox. Are the libraries the same on both platforms? Obviosly I'm talking about the interfaces — such as the ones for working with ...
2
votes
2answers
298 views
Initializing Direct X
I've recently starting with Direct X;
I've been using Rasertek's tutorials, and Frank Luna's book. One thing thats just out of this world to me is how much effort it is to initialize DX11: the swap ...
2
votes
3answers
795 views
Model format for small game
I'm writing my own small-time game from scratch, and now I'm looking to start creating models. I've been wondering- what is the best model format to use? Given that I will be writing the model loading ...
2
votes
2answers
121 views
3D Distortion Effect
I'm trying to make a distortion effect similar to this:
However I'm not making a 2d screen space effect. I'm applying it to a 3d scene and I want it to be placed IN the world, so it can be blocked ...
2
votes
1answer
336 views
Improving the efficiency of frustum culling
I've got some code which performs frustum culling. However, this defines the "frustum" way too broadly- when I have ~10 objects on screen, the code returns 42 objects to be rendered. I've tried taking ...
2
votes
1answer
255 views
Ogre 3D Visibility Advice
I would like an advice about some real-time rendering optimization.
I'm rendering a BSP level, by only using the mesh, textures, entities, and lightmaps, not using VIS at all.
I'm trying to make my ...
2
votes
2answers
680 views
Why can't I get a bool packed and aligned into a D3D constant buffer?
Alright, I'm having a hard time getting a bool packed and aligned into a hlsl constant buffer and I'm not sure why.
Here is the buffer in hlsl
cbuffer MaterialBuffer : register(b1) {
float3 ...
2
votes
2answers
423 views
How do I keep a triangle strip between geometry shader invocations?
I'm using a small geometry shader to build a "ribbon" from a set of points. For each point, I create 4 vertices that represent a section of the ribbon:
[maxvertexcount(4)]
void GS( point GS_Input ...
2
votes
1answer
1k views
Does the latest DirectX SDK support both Direct3D 9.0c and 11?
1) What is the latest version of DirectX SDK?
2) For my purposes I need DirectX 9.0c SDK and DirectX 11 SDK. Do I need to install these libraries separately or last DirectX SDK package contains both ...
2
votes
1answer
308 views
What is an OpenGL equivalent to ID3DXSprite?
As a Direct3D developer I can use the ID3DXSprite class (in D3DX library) for drawing 2D graphics. What's the best way to implement this functionality in OpenGL?
2
votes
2answers
673 views
implementing multi pass rendering in a game engine
I have done multi pass rendering before and understand how it works. I did a simple example which rendered a basic scene with shadows. This was all done in one file. Now I am trying to figure out is ...
2
votes
1answer
91 views
Simple Optimized Blur Shader
I have a vertex-fragment shader that use the Unity3D GrabPass functionality (it grabs the screen). And I apply my GrabPass to have a transparent effect.
GrabPass {
"_GrabTex"
}
sampler2D ...
2
votes
2answers
234 views
Implementing multithreaded loading screens
Ok, I have fairly little multi-threading experience, but i have done a similar thing before without issue...but this has me stumped.
This is in C++, Directx9 Visual Studio...
My game basically runs ...
2
votes
1answer
102 views
How to debug Direct3D resource leak?
When I close my application, I get the following errors in the Direct3D Debug output:
Direct3D9: (INFO) :MemFini!
Direct3D9: (ERROR) :Memory still allocated! Alloc count = 20
Direct3D9: (ERROR) ...
2
votes
1answer
89 views
Do shader program compilers optimise divide-by-PoT-constants to bitshift operations?
So just to restate that, let's say we have this:
float f = g / 2;
Given the divisor is a constant, will the shader compiler auto-optimise this to a bitshift operation, as some language compilers are ...
2
votes
1answer
651 views
Quaternion Camera Orbiting around a Sphere
Background: I'm trying to create a game where the camera is always rotating around a single sphere. I'm using the DirectX D3DX math functions in C++ on Windows.
The Problem: I cannot get both the ...
2
votes
3answers
499 views
Publishing a game — any way to target both WP7 and Win8 Store?
I'm at a dilemma which seems should soon become an important issue for a lot of developers.
If I build a game in XNA, I won't be able to publish it on the Windows 8 Store, as it would be a classic ...