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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Windows 10 User has only DX 10.1 API

A user of ours has an issue whereby they cannot run our application, which requires DX11 API support and hardware support for DX10.1. The strange this about this issue is that the user is running ...
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1k 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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46 views

Load 2 triangles in a simple DX11 example

I'm following this tutorial, where they show how to setup a simple dx11 demo with a green triangle in the middle. I'd like to be able to modify it so that it shows 2 triangles instead, i modified the ...
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7 views

Flicker when drawing multiple shapes over image based texture

I'm rendering video frames with multiple color filled shapes over it using SharpDx and D3D11. Rendering seems to be fine when just rendering the video frame and is as expected. Now if i draw a ...
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1answer
102 views

How to Load and Apply a Cube Map with DDS Texture Loader?

So I have been spending a lot of time recently implementing a working skybox/skysphere, and have almost completed it. The last thing that I need to do is to load my given texture, a skybox texture ...
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1answer
130 views

Scene Graph: Does anybody have a real world example?

I'm trying to wrap my head around how scene graphs work, and how to apply that to my game, in the context of all my game objects, including assets, cameras, units, shaders, etc. All I can find are ...
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45 views

How to make Level Editor in C# for a DirectX engine in C++ [duplicate]

I have been trying for months to make a Level Editor for my C++ DirectX Engine. I have tried using a C++/CLI wrapper or P/Invoke to do this. Neither seems to work. Can someone let me see a sample of ...
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26 views

Error when setting DirectX HWND handle in C# [closed]

So I am currently making a Level Editor in C# based of a C++ DirectX Engine which is compiled as a DLL. Here is the code: using System; using System.Collections.Generic; using System.ComponentModel; ...
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1answer
181 views

How do I render my DirectX C++ engine to a C# Panel?

The title pretty much sums it up. I'd like to know how I can get the HWND of my C# Panel object to my DirectX engine so I can render to it. I know it involves making a C++/CLI wrapper, but I'm not ...
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1answer
209 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 = Models....
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1answer
296 views

Why does writing to a D3DFMT_R32F render target clamp 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 evaluator, ...
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73 views

Game crashes when sound is finished

I'm trying to code a simple audio playback test game (which will be used in my actual project), and everything works fine, except for the fact that after the audio has finished playing, the game will ...
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12 views

HLSL DXGI_x_UNORM vs DXGI_x_UINT

I have a texture resource with a format of DXGI_x_UNORM I can then access the data in the HLSL using .sample or .load and it works exactly as expected. However if i simply change my format from ...
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1answer
146 views

DX9 How to Apply HLSL Shader with StretchRect

Using DirectX 9,I'm trying to run a HLSL pixel shader on video frame data while copying it from one texture buffer to another texture buffer without displaying it. StretchRect at the end is what ...
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0answers
99 views

Texture Mapping to procedurally generated geometry

How can I calculate texture coordinates of such geometry? The angle shown in the image (89.90 degree) may vary, therefore the geometry figure is changing and is not always such uniform.(maybe like ...
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2answers
371 views

DirectX map/unmap

In my 2d game i want to use dynamic buffers to render sprites. My question is, when should i map unmap buffer? The 2 possibilities are: #1 //game logic map() fill buffer unmap() render() #2 //...
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1answer
62 views

How to get depth of vertex in 0 - 1 range

I want to get the depth of vertex in 0 to 1 range(like it done in the shader) and I do it like this D3DXVec3TransformCoord(&vertex, &vertex, &wvp); depth = vertex.z; It works(...
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1answer
19 views

How to display unicode text in monogame?

I'm looking for ways to draw any characters that may be entered in any language, on any keyboard, so that I don't have any trouble with limited language support in a monogame project. So far I've ...
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1answer
103 views

Doing legacy DirectX Coding on Windows 10

I decided to study couple of old computer graphics books like Andre LaMothe's Tricks of 3D Game Programming Gurus. I feel like this book is full of great general computer graphics knowledge and I want ...
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1answer
105 views

FBX SDK - Animation not Correctly Displaying in Game

This issue seems to arise with joint rotation animation. If anybody knows how to help, it would be greatly appreciated. //-------------------------------------------------------------------------...
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1answer
2k 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. ...
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1answer
313 views

Run HLSL in C++ Basic Sample

I'm considering the idea of taking shaders written in HLSL and running them in an AviSynth plugin to process videos. This would allow accessing various shaders, and also to have GPU acceleration. I'm ...
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1answer
35 views

Dynamic Shader Linkage in DirectX12?

Do the dynamic shader linking concepts introduced in DirectX11 ShaderModel 5.0 still work in DirectX12? In the documentation the reflection API is still available (e.g. ID3D12LibraryReflection), ...
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1answer
100 views

Second pass in multipass effect is ignored

I am trying to render my vertecies in 2 passes, but it 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 ...
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1answer
28 views

DirectX 12: Problem with render target

I've got a problem with DirectX 12 I cannot figure out by myself. I wrote a small program that should render a triangle onto the screen. When I executed the application, however, there was no triangle ...
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1answer
38 views

DX11 CreateTexture2D

When i want to load texture i can either call CreateTexture2D without passing pointer to texture content passing Default usage and call UpdateSubResource or CreateTexture2D with pointer to texture ...
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1answer
693 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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41 views

DirectX 12 Questions about the command queue and command list?

I have been wondering this question for a while. Would this command ThrowIfFailed(m_command_list->Reset(m_command_allocator.Get(), nullptr)); m_command_list->ResourceBarrier(1, &...
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2answers
67 views

How can I access the members of XMVECTOR?

So I have been reading these articles, and I find implementing them a trouble. Currently, all I am trying to do is add two vectors together, leaving my question more specifically this: How can I add ...
4
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1answer
398 views

Modifying depth values in PixelShader (SharpDX)

I'm relatively new to DirectX, and am currently converting some WPF 2D graphics code that displays geo-located sonar returns. I am using SharpDX, and rendering via a D3DImage. I've got the basics ...
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2answers
89 views

Get the difference between 2 matrices

Hi I'm using C# and MonoGame, and have the world matrices of 2 objects. I need to get the difference between them, so I can effectively parent the second object onto the first. The aim is to get to a ...
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41 views

3d rotation of a cube using DirectX

I can't solve an apparently simple problem: i have a cube, similar to the one in the following picture I've tried to write a small demo where i can rotate the cube by dragging the mouse, but i can'...
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1answer
206 views

How to calculate spherical harmonic coefficients for indirect diffuse?

After reading the article "An Efficient Representation for Irradiance Environment Maps", I'm a bit confused as how to calculate the spherical harmonic coefficients. I'd like to generate these ...
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27 views

Light intensity on plain from angle

Given a vector (v) for the direction of light and a vector (n) for the normal of a plain. How can I calculate a rudimentary intensity value (i) where When (v) points at (n) directly/face on (i) = 1....
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1answer
26 views

DirectX 11 Vertex Shader Fragmentation

I was wondering how my vertex shader is causing my cube to be render weirdly? I am using the Visual Studio graphics tool and see that my input assembler is correctly receiving the cube and I can only ...
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1answer
30 views

Stream Output (SO) stage in Directx 12?

Does Directx 12 have a Stream output Stage?
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26 views

DirectX 11 - Problem with low resolution decals

I'm trying to add a decal system in my DirectX engine but i'm facing some problems with the quality of the textures projected. Every other no decal texture look fine, but these ones look really bad. ...
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36 views

Quad not rendered correctly after window resize

I have a orthographic camera. With the help of this camera i'm able to render a quad onto the screen using screen-cordinates. Using the camera i perform the zoom in/out on specific mouse position ...
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1answer
16 views

Set up a basic D3DXQUATERNION

I'm trying to set up a D3DXQUATERNION to operate a rotation of 90 degrees around the Y axis. I tried in the following way: D3DXQUATERNION tempRot1(0.0f, 1.0f, 0.0f, cos(XM_PIDIV2/2)); because in ...
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31 views

Implementing Depth of Field in DirectX 11

I have created a procedural dungeon demo in DirectX 11 as part of an assignment, and am now looking to add some post processing to it. I have implemented whole scene Gaussian Blur in the past, but ...
3
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2answers
647 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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0answers
28 views

RWTexture3D in Compute Shader on Intel HD 4000

I'm having some weird issues running a Compute Shader with DirectX 11 on an Intel HD 4000 GPU. The goal is to write different shapes into a DXGI_FORMAT_R32_FLOAT 3D Texture with a size of ...
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1answer
39 views

Why when releasing a DirectX Texture it fail

I have an instance where a class creates a DX9 texture via UINT usage = D3DUSAGE_RENDERTARGET; HRESULT hr = D3DXCreateTexture (m_D3DDevice, 200, ...
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20 views

How to do an xBR or hqx filter in MonoGame?

I have been trying to implement an HD filter (xBR or HQX) in my MonoGame game project but so far got no success. I have checked out this question, but the shaders provided in the answers don't seem to ...
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1answer
41 views

Problem with stencil in directx 12

I'm trying to use stencil buffer in directx 12. I have problem that probably is really easy to solve. So, it's look like dx12 ignore it, ClearDepthStencilView() affect only depth, writing to stencil ...
2
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2answers
367 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 (http://graphics.cs.williams.edu/papers/...
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1answer
106 views

Sine-based Tiled Procedural Bump

I am trying to implement this formula to generate bump but I am facing some issue. The result doesn't look the same it's much darker. Here is my result (without same parameters) but it is much ...
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1answer
74 views

Rotating A model in 3D so it matches its direction of movement

So I have a model of a spear and when it gets thrown I want to set the orientation of the spear to its direction. ( I also want to use this for other things like bullets pointing in the direction ...
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0answers
47 views

How to draw SharpDX 2D Bitmap Outline

i want drawing bitmap outline Now Drawing Device.DrawBitmap(mBitmap, GetBound(), Opacity, d2.BitmapInterpolationMode.Linear); // mBitmap as SharpDX.Direct2D1.Bitmap // GetBound() as Bitmap Bound
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1answer
65 views

Setting oblique projection to data visualization

I'm developing a small application using Directx intended to plot frequency spectra data in a waterfall plot. It should look like this: So far, I managed to created most of the chart components(axes,...