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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Event Based Render / Update Loop

I'm working on a few game dev tools which use OpenGL or DirectX to render 3D models (viewing). Consider your favorite 3D modeling software package (Softimage, Maya, 3DS Max, modo, etc.). Note that ...
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571 views

Go to fullscreen and back in directX

I'm now learning how to use directX (10 - 11), and i use materials from SDK samples, http://www.rastertek.com/ and http://takinginitiative.net/category/graphics-programming/directx-10-tutorials. But i ...
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216 views

What happens to a D3D11 application when Windows hibernates?

In D3D9 there was the concept of a "device reset". When a device reset occurred textures created with D3DPOOL_DEFAULT had to be recreated, but textures created with D3DPOOL_MANAGED didn't, because, ...
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Game development for multiple Microsoft platforms

I intend to develop games for Microsoft's Windows Store, however, I'm confused between their platforms, so please clarify those questions: Is there any technology (XNA, DirectX), so a game can be ...
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222 views

DirectX procedural programming

Well I'm learning DX11 and I hope someday I can start a simple 3D engine. I'm following tutorial series and I realised that I have no need to create any class to mantain my code (the tutorials also ...
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129 views

Why and how should I cast DirectX function parameters?

I'm learning DX11 and I found that in some D3D functions, a parameter has to be cast just like in the GetBuffer function of the swapChain: the third parameter has to be of type void*, so when calling ...
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1answer
256 views

DirectX11 CreateWICTextureFromMemory Using PNG

I've currently got textures loading using CreateWICTextureFromFile however I'd like a little more control over it, and I'd like to store images in their byte form in a resource loader. Below is just ...
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1answer
263 views

DirectX Unproject troubles

I have an orthographic projection and I try to unproject a point from screen space. Following are the view and projection matrices: var w2 = ScreenWidthInPixels/2; var h2 = ScreenHeightInPixels/2; ...
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2answers
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ConsumeStructuredBuffer, what am I doing wrong?

I'm trying to implement the 3rd exercise in chapter 12 of Introduction to 3D Game Programming with DirectX 11, that is: Implement a Compute Shader to calculate the length of 64 vectors. Previous ...
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1answer
115 views

Can I publish an indie game on XBL made with directx

So I know that XNA can be used to publish games on Xbox Live Indie Games and I signed up for the $100/year subscription thing. I haven't downloaded XNA yet but I was wondering if I can publish a game ...
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3answers
681 views

Isometric smooth fog

I'm working on a simple 2d game with direct3d 9. It's a isometric game with diamond tiles and a staggered map. This is what I have: As you see I have some kind of fog which is acomplished by having ...
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1answer
465 views

DirectX 9.0c and C++ GUI

Well, I'm trying to code a gui for my engine, but I've got some problems. I know how to make a UI overlay but buttons are still black magic for me. Anything I tried was to compilcated ( if it goes big ...
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1answer
123 views

Texture the quad with different parts of texture

I have a 2D quad. Let say it's position is (5,10) and size is (7,11). I want to texture it with one texture, but using three different parts of it. I want to texture the part of quad from x = 5 to x ...
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4answers
975 views

Avoid if statements in DirectX 10 shaders?

I have heard that if statements should be avoid in shaders, because both parts of the statements will be execute, and than the wrong will be dropped (which harms the performance). It's still a ...
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0answers
883 views

Black Screen: How to set Projection/View Matrix

I have a Windows Phone 8 C#/XAML with DirectX component project. I'm rendering some particles, but each particle is a rectangle versus a square (as I've set the vertices to be positions equally offset ...
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1answer
156 views

blurry image rendered

I'm using Direct2D to render a PNG image using a ID2D1BitmapRenderTarget and then caling it's GetBitmap() function and rendering the image using ID2D1HwndRenderTarget::DrawBitmap(). Some of the ...
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1answer
114 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 ...
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1answer
648 views

Spherical to Cartesian Coordinates

Well I'm reading the Frank's Luna DirectX10 book and, while I'm trying to understand the first demo, I found something that's not very clear at least for me. In the updateScene method, when I press A, ...
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324 views

How can I capture every frame in DirectX 9 using a shader

This is actually a follow up to this question How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile The proponent of the best solution suggested that I ...
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1answer
1k views

In HLSL pixel shader , why is SV_POSITION different to other semantics?

In my HLSL pixel shader, SV_POSITION seems to have different values to any other semantic I use. I don't understand why this is. Can you please explain it? For example, I am using a triangle with the ...
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1answer
469 views

Zooming into Mouse Position

I'm trying to implement my camera class for a simulation. But I cant figure out how to zoom into my world based on the mouse position. I mean the object under the mouse cursor should remain at the ...
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1answer
153 views

Direct3d - Code structure

I'm learning directx in a master's degree and they taught us to have a GraphicsLayer class which is the one connecting with the direct3d library. That way this class is completly independent from the ...
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1answer
158 views

How can I efficiently render a very large model?

I have a huge model I want to draw in my XNA application; due to its size I am experiencing a tremendous loss of performance. The model has about 50,000,000 edges and has a size on disk of 205 MB in ...
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1answer
398 views

Where is the Shader Designer in Visual Studio?

I have Visual Studio 2012 Ultimate and I've been trying to access the Shader Designer. I searched through MSDN's text and Channel9's videos, but they keep failing to mention how to access it. Can ...
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3answers
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Does Windows 8 still support DirectX 9?

Is Windows 8 supporting DirectX 9? Because I was looking through some samples written in C++ and DirectX 9 made for Windows 8. It wasn't that, like I know it ( look here ...
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277 views

Confusing Callbacks

I'm trying to programm now a "game", and started with the EmptyProject that's provided by the DirectX SDK. The problem is that the Callbacks are confusing me. Can please someone explain me? Edit: ...
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769 views

Optimal way to learn DirectX? [closed]

I am finding it very difficult to learn DirectX 11. The MSDN website is just full of unorganized information that doesn't seem to help at all. I am particularly looking for something that explains ...
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1answer
123 views

DirectX 9.0c Lights?

I'm still learning DirectX from a book. It says that a graphiccards can only handle 15 lights. I'm just a bit confused , there are a lot of games using more lights, or are this just some alpha ...
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2answers
762 views

Game Engine Design

Is there any guide how to or better what a good Game Engine ( for DirectX ) must contain? I've been reading certain books, but I want to get sure. My own Engine ( called KaDI ) contains: ...
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1answer
99 views

Task Core dividing

How can I divide the tasks for diffrent cores? E.g. 4 Cores func1() -> core1 func2() -> core2 func3() -> core3 func4() -> core4 Is there special libary for this? Or do I have to use the old ...
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4answers
698 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 ...
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1answer
183 views

Player Movement DirectX

I'm reading on a Book that's about Gamedevelopment with C++ and DirectX 9. There is something that interrests me: It says that playermovements are increasing with the power of the CPU. Becouse a ...
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1answer
105 views

Consistency of DirectX models

Is there a way to check the consistency of a DirectX model (.x) ? Whilst compiling .x files with XNA GameStudio 3.1 compilation is aborted with the following error message: Error 2 Could not read ...
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How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile

I know that in OpenGL I can do something like this glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, _width, _height, GL_RGB, GL_UNSIGNED_BYTE, _buffer ); And its pretty fast, I get the raw bitmap in ...
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3answers
197 views

Depth is disabled - How to turn on?

In XNA 3.1 is there any other way to disable depth in 3D Worlds using DirectX models other than GraphicsDevice.RenderState.DepthBufferEnable = false; ? The reason for my question is I have quite a ...
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1answer
496 views

SharpDx: using maximized RenderForm

I'm trying to learn DirectX via SharpDX, very new to this. What I want to do is be able to draw 2D shapes for a game I'm trying to make. So I started with the demo "MiniRect" that came with SharpDX. ...
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4answers
1k views

DirectX 11 Constant Buffers vs Effect Framework

I'm having some trouble understanding the differences between using constant buffers or using the effect framework of DirectX11 for updating shader constants. From what I understand they both do ...
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432 views

How do I switch from XNA to C++? [closed]

So, I heard somewhere that Microsoft intends to phase out XNA in favour of using the DirectX method. I've always wanted to learn, but all I ever did in XNA was simple 2D games. I was wondering if ...
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2answers
381 views

Best practice for setting Effect parameters in XNA

I want to ask if there is a best practice for setting Effect parameters in XNA. Or in other words, what exactly happens when I call pass.Apply(). I can imagine multiple scenarios: Each time Apply is ...
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4answers
443 views

Game programming and quantity of timers

I've made a simple 2D game engine using C# and DirectX and it's fully functional for the demo I made to test it. I have a Timer object that uses QueryPerformanceCounter and I don't know what's the ...
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1answer
156 views

Rendering projectiles [closed]

I'm working on a simple game that has the user control a space ship that shoots small circular projectiles. However, I'm not sure how to render these. Right now I know how to make a LPDIREC3DSURFACE ...
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3answers
2k views

What's the difference between mesh and a model?

Which one is created first? For example if a team worked on a graphical asset of a car, what would be a model and what would be a mesh of the car?
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1answer
863 views

Information about rendering, batches, the graphical card, performance etc. + XNA?

I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes. When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but ...
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3answers
557 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: ...
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2answers
2k views

Pix for visual studio express 2012 (Desktop)

(Originally asked on stackoverflow) Using visual c++ express 2010 for direct3d you have to download the directX sdk and there is a tool called pix for debugging shaders, looking at 3d resources etc. ...
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1answer
262 views

Possible / How to render to multiple back buffers, using one as a shader resource when rendering to the other, and vice versa?

I'm making a game in Direct3D10. For several of my rendering passes, I need to change the behavior of the pass depending on what is already rendered on the back buffer. (For example, I'd like to do ...
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1answer
319 views

D3DXMatrixDecompose gives different quaternion than D3DXQuaternionRotationMatrix

In trying to solve this problem, I tracked down the problem to the conversion of the rotation matrix to quaternion. In particular, consider the following matrix: -0.02099178 0.9997436 -0.008475631 0 ...
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2answers
283 views

Having the same texture data in different ID3D11Texture2D

Sorry if this has been answered elsewhere - I'm rather new to DX. My question concerns conservation of resources - specifically textures in VRAM. I assume that upon returning from a call to ...
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1answer
169 views

Problem with D3DXMatrixReflect

Currently I am trying to reflect a sky sphere into a flat piece of geometry which is acting as water. The sphere is very small, it follows the camera on all 3 axis and the z-buffer is turned off so it ...
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330 views

Managing many draw calls for dynamic objects

We are developing a game (cross-platform) using Irrlicht. The game has many (around 200 - 500) dynamic objects flying around during the game. Most of these objects are static mesh and build from 20 - ...