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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3
votes
1answer
520 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 ...
1
vote
1answer
327 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
votes
1answer
245 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
votes
4answers
860 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 ...
0
votes
3answers
698 views

XNAMath: Question on types XMFLOAT3/4, XMVECTOR (D3D 11)

I don't want to use XMVECTOR which i currently use in my DirectX 11 C++ game code. Because it is too much for me in memory. I want to use XMFLOAT3 or 4, but the problem is there is no matrix/vector ...
0
votes
2answers
507 views

First person camera: problem

I have created a simple camera class, moved it from my C# (XNA) source to C++ for d3d. Commonly it is okay, but something is wrong with rotation. If i increase its pitch/yaw values, according to ...
2
votes
1answer
369 views

Early Z-test / depth-test in DirectX 11

As a DirectX noob i'm trying to wrap my head around depth buffers and specifically how pixel shaders are called for obscured pixels. From what i understand, the rasterizer calls the pixel shader for ...
0
votes
1answer
647 views

Direct3D11 + Assimp imported model corrupted/failed

I use Assimp library to import vertex and index data from model file. I don't know how to correctly create index buffer from mFaces array of aiMesh. Or something wrong, because i my model is ...
3
votes
1answer
273 views

Gamepad thumbsticks active range

for my current project I use gamepad. I was successfull in hooking it up in C# through SlimDX. Everything works fine, only problem is that thumbsticks don't fully use the active range. If I move ...
1
vote
2answers
258 views

How can I use D3DXLoadMeshFromX with Direct3D 11?

I'm trying to write some class for loading meshes from X files. But I can't use the function D3DXLoadMeshFromX because its third parameter is LPDirect3DDevice9. In my D3D initialization code I ...
1
vote
1answer
157 views

Whats the point of this LPDIRECT3DDEVICE9 reference?

I'm going through the DirectX 9 MSDN documentation Which lead me to something rather peculiar, do you need a class reference in DirectX 9? Can someone tell me what the point of the class ...
0
votes
1answer
57 views

DirectX D3DXVec3Normalize unresolved external symbol

I have simple DirectX project: #include <d3dx10.h> #include <d3dx10math.h> #pragma comment(lib, "d3d10.lib") #pragma comment(lib, "d3dx10.lib") int main() { D3DXVECTOR3 u(1.0f, ...
2
votes
1answer
331 views

Do I need to update my DirectX SDK in order to fix a crash with D3D10_CREATE_DEVICE_DEBUG?

I am currently using the DirectX June 2010 SDK. Everything was working fine with my installation until recently. Unfortunately I'm not sure what changed or when, but now when I create a device with ...
2
votes
3answers
202 views

Is creating vertex/index buffer optimized this way?

I have some vertices in an array from which I create a vertex buffer. Let's say I have vertices: v1, v2, v3, v4 I use indices: 0, 1, 2, 3 Is there any performance impact if I change the indices ...
2
votes
0answers
185 views

Chunk Texture3D GPU generated vertices

I read GPU Gems 3 from NVidia about procedural terrain. It's quite interesting but not applicable for me because I only read the online version without the shipped DVD so I'm not able to download the ...
-1
votes
1answer
938 views

Is SDL a game engine? [closed]

I would like to ask if SDL is considered a game engine, or just a library like Open and Direct3D?
1
vote
0answers
72 views

Directx Texturing problem [closed]

I've recently started exploring Directx 11. I'm almost done the introduction so I started making my own *.obj parser and it works beautifully. I accounted for the right-hand coordinate system of 3ds ...
1
vote
2answers
591 views

how to set image resource path for D3DXCreateTextureFromFileEx method?

I try to merge all the image resources to a folder called resource. So, set image path as "resource/" but my directX framework only works if I compile at VS 2010. If I run from the debug folder it ...
2
votes
1answer
73 views

Is it possible to retrieve shader function names associated with a technique pass using the DirectX Effect API?

For example, given the pass pass p0 { SetVertexShader(CompileShader(vs_4_0, VSFunction())) SetPixelShader(CompileShader(ps_4_0, PSFunction())) } Ss it possible to retrieve the names ...
2
votes
1answer
127 views

Any possibility to render XNA scene via POV-Ray

We are creating special purpose application. Its not game but its 3d Application that functions like game. We require app to have different places and we want to allow user to roam inside such places ...
3
votes
1answer
404 views

Direct3D reducing DrawIndexed CPU usage

I am trying to optimise some of my rendering to get is useable on lower end machines (in my case a 2GHz i5 laptop with a GT 520M). A quick investigation showed that the GPU isnt actually getting to ...
1
vote
0answers
257 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 ...
3
votes
1answer
160 views

What is the difference between DXGI_SWAP_EFFECT_DISCARD and DXGI_SWAP_EFFECT_SEQUENTIAL?

I have difficulty understanding the difference between those two values of the DXGI_SWAP_EFFECT enumeration. MSDN documentation states: DXGI_SWAP_EFFECT_DISCARD Use this flag to specify the ...
3
votes
2answers
262 views

How to correctly Dispose a SourceVoice once its finished

i am starting to play a sound with XAudio2 and SourceVoice and once its finished, it should be correctly disposed to not have any leaks. i was expecting it to be something like this: ...
2
votes
2answers
2k views

Does DirectX implement Triple Buffering?

As AnandTech put it best in this 2009 article: In render ahead, frames cannot be dropped. This means that when the queue is full, what is displayed can have a lot more lag. Microsoft doesn't ...
2
votes
1answer
189 views

Shader Variable Types

I have a simple question. what are the meaning of : half4 myHalf; myHalf.yyyy; myHalf.xxzz; // or myHalf.yw Thanks a lot !
1
vote
2answers
587 views

How to blend the sprite into background?

I try to blend the character into game but I still cannot remove the blue color in the sprite sheet and discover that the white area of sprite is semi-transparent. Before that, the color ...
3
votes
0answers
166 views

SSAO Distortion [closed]

I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, ...
2
votes
0answers
132 views

Writing to a D3DFMT_R32F render target clamps to 1

I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format. For each mesh, I set an integer constant ...
1
vote
1answer
236 views

How can I compile SM 3.0 effects in D3D11 in SlimDX?

var bytecode = ShaderBytecode.CompileFromFile("shaders\\testShader.fx", "fx_5_0", ShaderFlags.None, SlimDX.D3DCompiler.EffectFlags.None, null, null, out str); var effect = new ...
1
vote
1answer
220 views

How can I use OpenGL and D3D to render to the same window at the same time?

I have main render loop in which initial drawing is done via OpenGL to an SDL window, and after that the same window handle is passed to a Direct3D device, which does subsequent rendering. Once I ...
0
votes
2answers
214 views

HLSL Pixel Shader Compile, Flow Control, Instruction Count, XNA Issue

im trying to find help with an issue im having moving from the XNA 3.1 framework to XNA 4.0. The shaders I wrote for my 2D game work fine in XNA 3.1, but wont even compile in 4.0. At first I got ...
2
votes
1answer
359 views

Fog shader camera problem

I have some difficulties with my vertex-fragment fog shader in Unity. I have a good visual result but the problem is that the gradient is based on the camera's position, it moves as the camera moves. ...
1
vote
1answer
225 views

Why does my blur shader implementation produce this strange result?

I tried to implement the blur shader shown here. Instead of having a simple 2D texture I use Unity's GrabPass function to capture what's behind the plane to have a transparent effect. Then I apply ...
2
votes
1answer
684 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 ...
1
vote
0answers
119 views

How to correctly synchronize a shared surface?

I am trying to share a direct3d9 surface between two processes. One process (let's call it A) writes to the surface, and the other (B) displays it on screen. Currently, process A does a StretchRect of ...
2
votes
1answer
822 views

DirectX11 Gamma Correction

I am writing a game using SharpDX with DirectX11 and I have been reading that it is important to apply gamma correction to my engine in order to perform correct linear lighting calculations. So I ...
5
votes
2answers
722 views

What range of values can HLSL's tex2D function return?

When using the tex2d function in a HLSL shader, as so: float height = tex2D(heightMap, IN.texCoord).r; What range of values can be returned to the height variable? Is it always a number between ...
2
votes
1answer
88 views

Can I create an offscreen plain surface with a pointer to pre-allocated surface data?

I thought I read somewhere that one could create a 'offscreen plain surface' from an existing system memory buffer, but I cannot seem to find the reference anymore. My use case is copying a frame ...
1
vote
0answers
81 views

3D Model Loading in DirectX 11 [duplicate]

At the moment I am trying to implement fbx model loading in my DirectX 11 code. This is old code I had create for use with DirectX 9 and I'm simply trying to bring it back up to date. Since I first ...
8
votes
1answer
578 views

2D Water top surface profile

I am trying to create the effect of the water surface thickness with a vertex-fragment shader. I am in a 3D game environment but It's a scroll view so a "2D" view. Here is a good tutorial of creating ...
5
votes
2answers
862 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
291 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
2answers
199 views

Rendering structure [closed]

my question is "What is the best way to structure rendering code". Is it better to make a class with a render function that iterates through all game objects based on there name or type and have no ...
-3
votes
2answers
98 views

Can you use a struct instead of an array to hold vertices in directx?

So instead of using an array to hold vertices information use a struct instead. Is this possible, does the Idirect3dvertexbuffer allow it?
0
votes
1answer
1k views

Why DirectInput is not recommended?

I have read that the Windows messages are recommended way over DirectInput to control mouse and keyboard. From http://msdn.microsoft.com/en-us/library/windows/desktop/ee416842(v=vs.85).aspx The ...
3
votes
2answers
209 views

Extract smaller frustum from camera frustum?

Background: I was thinking of implementing multiselection by performing a frustum culling on a sub-part of the screen. Problem: Given total screensize, a rectangle on the screen (pos, size), and ...
1
vote
1answer
232 views

How should I setup my minecraft-like world rendering for the best performance?

I want to know what technique will give me most fps in game. I have minecraft-like world and I need to display it. Now I have only one cube, created as VBO and if i need to display cube I just display ...
1
vote
0answers
227 views

Why is my XInput gamepad press stamp not working?

I'm trying to add basic gamepad input to my c++ DirectX game but i'm having some trouble creating a press stamp (registers the press only the first time it's pressed if button held down). The entire ...
1
vote
1answer
187 views

Texture Shaders vs. Pixel/Fragment Shaders?

My question is a simple one. Functionally, practically, and performance-wise, what are the differences between using a D3DX Texture Shader, and using a Pixel/Fragment Shader rendered with a full ...