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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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
45 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
16 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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0answers
47 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 ...
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1answer
36 views

Is RHI and C++ cross platform renderer are frameworks? [on hold]

Is RHI a framework like this one- http://www.rastertek.com/dx11tut02.html but much more diverse? If yes, then what is C++ cross-platform renderer, is that too a framework like this one - ...
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1answer
44 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
50 views

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

Functions and parameters like WINAPI, hPrevInstance, hInstance , PSTR etc are used in DirectX 11.2?
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1answer
81 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 ...
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1answer
642 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 ...
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1answer
334 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
246 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
38 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. ...
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1answer
95 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
21 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
115 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 ...
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1answer
24 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 ...
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1answer
60 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
31 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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1answer
105 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
84 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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1answer
44 views

How to render 2d image with sharpdx after post processing by hlsl [on hold]

using System; using System.Diagnostics; using System.Windows.Forms; using SharpDX; using SharpDX.D3DCompiler; using SharpDX.Direct3D11; using SharpDX.Direct3D; using SharpDX.DXGI; using ...
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0answers
25 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
177 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
140 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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1answer
90 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
169 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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1answer
52 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
24 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, ...
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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
201 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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1answer
44 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 ...
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1answer
45 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
77 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 ...
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3answers
788 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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0answers
41 views

Frustum Culling not working when objects are transformed

I've been implementing some frustum culling and my code looks like this. // Frustum Culling XMVECTOR detView = XMMatrixDeterminant(cam->View()); XMMATRIX invView = XMMatrixInverse(&detView, ...
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1answer
2k views

Fullscreen + Vsync = Stuttering

In my research for a stuttering problem in my game engine, I think, I have found the problem, but don't have any idea why this is happening, that's why I ask you if you have an idea ! The situation : ...
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1answer
69 views

Instancing effectiviness

At about how many instances would instancing become effective? DirectX dynamic buffers seem to take a little more out of the fps than an immutable one would. So obviously you wouldn't want to make a ...
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0answers
55 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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0answers
79 views

DirectX graphics issues [closed]

When you see something that looks like this And it's actually supposed to be like 100 models of asteroids. What would you say is wrong with it? Index Buffers messed up. Vertex Buffers? Projection? ...
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1answer
65 views

DirectX 8.0 SDK

I know this in unprofessional and probably doesn't follow the question asking conventions on this site, but I cannot find any other, more suitable (in my opinion) network on stackexchange to ask this ...
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1answer
47 views

What are .fxo and .cod files for?

I've been reading about shaders and looking at code. I found this in the code I'm looking at and it obviously has "Basic.fxo" there. BasicFX = new BasicEffect(device, L"FX/Basic.fxo"); Now my ...
2
votes
2answers
162 views

What are my options other than game engines? [closed]

I'm a programmer. I've experience in Java, python, and c++. I see that some big games are built using game engines (Crysis uses Cryengine). However, other don't (Bayonetta for example). what's their ...
2
votes
1answer
107 views

Signed Distance Fields: How are different colour channels used to improve output of sharp corners?

The naive approach to implementing signed distance field font rendering suffers quality issues where sharp corners get softened (either outward- or inward-facing corners, i.e. convex or concave ...
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1answer
70 views

Shader - Realtime texture masking

The first thing that comes in mind is masking using RGBA values. With this you can obtain this kind of textures and this kind of results. But with this, you can only store up to 4 masks inside a ...
4
votes
2answers
3k views

How does one write to another process's OpenGL/DirectX context?

I want to write a short of chat client that display the messages in-game (OpenGL/DirectX), but I really don't know how to handle this. It is easy to write my client in my graphic context... but what ...
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1answer
58 views

Draw multiple triangle strips in one draw call DirectX

I'm running into a bottleneck where I'm drawing many basic disconnected colored triangle strips in DirectX 9 (XNA). The problem comes with drawing them all in seperate draw calls, so I'd like to batch ...
3
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1answer
186 views

Is it more efficient to transform vertices on the CPU or the GPU?

Working on optimizing the rendering core of my game engine and I have a couple of questions. Is it more efficient to transform vertices to world space on the CPU before you send then stream to the ...
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0answers
27 views

Encoding Floats to RGBA and Blending causing artifacts

I am using float packing to encode a float value inside a RGBA texture because I don't have access to float texture unfortunately. Here are the function I am using for encoding and decoding. inline ...
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1answer
44 views

How is this particular HLSL condition treated with respect to compile- or run-time evaluation?

Let's say I have this very simple pixel shader (cbuffers and other stuff omitted) float4 PS(VertexOut pin, uniform bool useLighting) : SV_Target { float4 retColor = gDiffuseMap.Sample( sampler0, ...