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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92 views

rendering an image within c# & sharpdx dirext3d9 [game overlay]

I'm following this guide and the related blog post to implement a basic game overlay for DirectX 9 games using SharpDX. So the tutorial already have an example for text rendering but I need to be ...
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1answer
27 views

Rendering of a minimized / out of focus directx game is slow

I m working on a project that captures the game windows and send it to another node. As long as game is in focus or maximize, the rendering is smooth and steady. When the game is out of focus or ...
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0answers
23 views

Is there a library for HLSL which makes working with DirectX(HLSL) simpler? [on hold]

As there is a three.js - http://threejs.org/ library for WebGL which makes working with WebGL simpler. Is there library for HLSL which makes working with (DirectX)HLSL simpler and efficient and ...
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0answers
50 views

How to draw an ellipse with DirectX 9?

I can draw the outline of an ellipse but I want to draw a filled in ellipse, but I can't seem to get the code to work. Any help would be great! I am using DirectX 9 and D3DX.
0
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1answer
91 views

Reflection/environment mapping

I'm implementing reflection/environment mapping using a cubemap. I have it working for the most part but when I move my camera around, I see the same area reflected on the object. I am calculating the ...
0
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1answer
668 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 ...
3
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2answers
104 views

Can I use the HD Graphics 3000's quad list primitive type via D3D?

I was studying some technical documentation on the Intel HD Graphics 3000 GPU, which I'm using as a lower-end reference for my 2D game engine. I noticed the hardware supports a nice "Quad List" ...
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0answers
37 views

DirectX 11 Texture artifacts [closed]

Any idea what could cause an issue like this? void Texture::loadTexture(const std::string& filename) { //Convert filename into a WString for the texture loader std::wstring ...
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1answer
120 views

Constant buffer not updating

I'm trying to rotate models independently of each other however I cannot for the life of my figure out how. I have gotten to the stage of writing this: std::vector<int>::size_type st = ...
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1answer
24 views

(DX11.1) CreateSwapChainForHwnd fails with E_NOINTERFACE when using Graphics Diagnostics

The CreateSwapChainForHwnd fails with E_NOINTERFACE "No such interface supported" when I use the Graphics Diagnostics on Visual Studio 2013 Update 4 on Windows 7 sp1 under DirectX 11.1. The program ...
0
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1answer
98 views

Having trouble getting shader to work with sprite batch in XNA #4

I found a neat "CRT screen" effect shader on the web, but I've never used shaders before and I can't seem to get it working properly. If I do the second sprite batch in my code here normally without ...
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0answers
17 views

How can I determine the position of Direct Sound buffer

I'm using Direct Sound to play WAV files in my environment, however I am unsure of how to check if the file has finished playing, I know DirectSound operates on a circular buffer, however my sounds ...
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1answer
57 views

DirectX 11 vertex shader incorrectly sending <0, 0, 0> normal vector to pixel shader

I'm following the Rastertek tutorials. I'm unable to get diffuse lighting working from http://www.rastertek.com/dx11tut06.html. I think the NaNs in the following screenshots is just from stuff ...
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1answer
37 views

DirectX 11 - Get the world matrix of my camera

I'm relatively new to the world of 3D games programming and I am not sure if I am understanding some key concepts correctly. Right now I have created a sphere that is 2.0f in radius which surround ...
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1answer
215 views

Animation, Interpolation, & Structure

I have been working on animation in my small game engine recently and I am implementing some interpolation to be used with skeletal animations. I know how to do interpolation but I am not sure where ...
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1answer
14 views

Maya 2015 Collada mesh transforms not applied

I am trying to load a dae (Collada) model into my 3d engine. The problem is they export the vertices and transforms seperately. So in Maya 2015 it looks like this In the game engine I have it simply ...
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0answers
54 views

Array<byte>^ in Win32 [migrated]

I have a DirectX 11.1 program which is written for Metro style and I want to convert it to Win32 application. I have used a lot of WinRT libraries and most of them are founded for HWND. but I still ...
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1answer
155 views

DirectX9 Drawing Sprites out of place due to offset

This is my very first time into DirectX. Im trying to make a simple 2D game, just for learning the basics. And i've achieved that. The next step is to draw an animation using sprites. For that, i ...
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3answers
1k views

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
96 views

What is DirectX 11's equivalent of D3DCAPS9::MaxVertexIndex of DirectX 9?

I'm porting a DirectX 9 program to DirectX 11. How do I get the value in DirectX 11 that is retrieved using D3DCAPS9::MaxVertexIndex in DirectX 9? Thanks in advance.
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1answer
178 views

SSAO all jagged

So I've been working on SSAO for awhile, and I thought I had it right, untill I loaded up the sponza scene that accompanied the SAO technique I'm implementing ...
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0answers
16 views

DirectX 9 - Troubles on PRT

Does anyone tried to use PRT? I'm asking this because i didn't find out anything in the internet that may help me solve my problem without asking here for help. So my question is - why the code below ...
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0answers
12 views

Additive blend, DIRECTX [duplicate]

http://i.stack.imgur.com/7MjdK.jpg Glowing white and not disappearing in the fog, why? Im using a additive blend in directx 11 blending with omsetblendstate. I have fog in the scene, it is not the ...
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1answer
33 views

DirectX 10 - dimension of vertices passed to vertex shader

I'm trying to learn DirectX programming. Looking at different tutorials there is something about vertices that I find a bit confusing. I know that DirectX uses vertices with four elements (x, y, z, ...
3
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2answers
234 views

How to Enable NVIDIA Ambient Occlusion in my Game

I have a DirectX11 based game, and I want to enable NVIDIA's built in Ambient Occlusion (that is shown in the NVIDIA control panel, but it grayed out for my application). Is that possible? Or do I ...
2
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1answer
1k views

Reading from a staging 2D texture array in DirectX10

I have a DX10 program, where I create an array of 3 16x16 textures, then map, read, and unmap each subresource in turn. I use a single mip level, set resource usage to staging and CPU access to read. ...
2
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1answer
240 views

How to implement simple shadows on XNA?

UPDATE: See photos below the description I try desperately to implement shadows on my XNA games. My game is a style of games like Voxel (minecraft). The problem is that I do not find support / ...
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0answers
23 views

How can I manually syncronize render calls with a monitor's refresh rate in Direct3D 9?

I have an application that utilizes Direct3D 9 to render 3D graphics. I'm trying to manually control the number of frames rendered in a given second. Here is pseudocode: while( bInGame ) { // ...
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0answers
40 views

XNA/C# Shadows look strange in orthographic

I have implemented shadows in to my game engine. They look fine when rendered in projection mode as a projected light, however I get a strange "blocky" look when they are put into orho'. I will be ...
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1answer
56 views

Encoding Float to RG/RGBA and Blending

Encoding a float value inside a RG or RGBA texture is very interesting and useful but it is also become quite useless when you use blending as the result and the values might be altered because of ...
0
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1answer
26 views

Second pass in multipass effect is ignoring

I am trying to render my vertecies in 2 passes, but seems I am doing something wrong, because only one pass applying. I cannot make the second one work despite that second pass is applying. Here is ...
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1answer
35 views

Render to Texture Using Multisampling

I have a DirectX11 application, which has multisampling / anti-aliasing enabled. However, I want to add an effect that requires a render-to-texture step. When I add this extra step, I lose all ...
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1answer
49 views

How to merge 2 textures into single SRV

I have 2 textures in 2 different ShaderResourceViews. What's the fastest/least expensive way to merge them into one? I would use CopySubresourceRegion but copying a texture is quite a bit expensive. ...
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0answers
23 views

DirectX My texture does work in my pixelshader

I got a bit of a mystery as I have a problem that should not be a problem. I am working on a fog feature which is similar to other things that I have done. Not very hard at all. The only real ...
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1answer
49 views

What's the difference between Rendering pipeline and compute shader?

What's the difference between rendering pipeline - https://msdn.microsoft.com/en-us/library/windows/desktop/ff476882.aspx and compute shader - ...
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1answer
54 views

Are these functions and parameters used in DirectX 11.2? [closed]

Functions and parameters like WINAPI, hPrevInstance, hInstance , PSTR etc are used in DirectX 11.2?
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1answer
337 views

Frustum culling with an octree: one AABB per bone or one AABB per object?

I've constructed an octree for use in frustum culling. The question is, should I insert an AABB for each bone of each object, or just the one AABB for the object?
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3answers
251 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 ...
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0answers
41 views

Good system for experimenting with shaders in different languages

I'm trying to experiment a bit with shaders and they have been programmed in several different languages (GLSL, Cg and HLSL). Now most systems (dirrectX, openGL) have only support for one of them. ...
0
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1answer
101 views

How should I choose between Vec3 and Vec4?

I find myself torn between using Vec3's vs Vec4's for representing position, directions, etc in my non-gpu code. I see the obvious benefit of using Vec3s for stuff like data in buffers, to more ...
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0answers
26 views

Loading skinned mesh - initially rotated bones, how to set the weights?

I have an mesh that I've exported from 3ds max to my own file format. I use the left-handed coordinate system with Y up and the orientation is expressed as quaternions (both for models and bones). ...
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1answer
145 views

C++ DirectX FBX SDK Importer Weird Mesh Problem

I'm having a problem understanding how to render the vertex data in fbx model into directx. This is my two functions and I've already triangulated all the mesh nodes. bool ...
0
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1answer
35 views

DirectX RenderTargetTexture bound to both RTV and SRV

After following the 22th tutorial of Rastertek. I and some others on the internet have had an error. Despite following the tutorial to the letter. However, the answers to this error message have been ...
0
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1answer
73 views

PointSprite in DirectX9

I was trying to implement a particle system using PointSprites. Draw calls return D3D_OK but I don't see any particle on the screen. I'm not using Vertex Buffer for the particles, but I use two ...
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0answers
33 views

Matching the 3ds max camera view in my game 1:1

I want to match 1:1 the 3ds max camera render with my 3d engine (DirectX 11, C++). I believe that my mesh exporter (coded with MaxScript) works fine, I see the right shapes. But something about the ...
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0answers
28 views

Not seeing the right colors on my Cube

I have a book by Frank Luna, Directx 11 The question is: If vertex memory is significant, then reducing from 128-bit color values to 32-bit color values may be worthwhile. Modify the “Box” demo by ...
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1answer
56 views

Multiple Vertex Layouts

I have different vertex layouts I'm using to render things in DirectX and as of now I've just used the same vertex layout for every mesh I load in. But now I want to have the vertex layout change ...
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1answer
59 views

Where the fxc.exe is located in Windows SDK?

I'm using Windows SDK under Windows 8 with Visual Studio 2013. Where I can find fxc? I do not use old Directx SDK.
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5answers
4k 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, ...
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2answers
82 views

Could I use Direct3D to make 2D games?

My goal is to make a completely 2D game using DirectX, but I'm new to it and I'm confused about all of the different APIs that are available. From Wikipedia: Direct3D is used to render ...