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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2answers
439 views

How do I use graphics APIs to select the proper display device among multiple attached to a PC?

I have an LCD monitor display and Oculus Rift attached to my PC. I have an Nvidia 820M dedicated GPU. How does the GPU know to which display device it has to render (or to send rendered information)? ...
0
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1answer
21 views

Disable/Remove Warning about a not bound Render Target View

So to render into my shadow map depthstencil buffer i only bind a DepthStencilView to the Output Merger. Like this m_pContext->OMSetRenderTargets(0,0, m_pShadowMapDV); ...
2
votes
1answer
105 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 ...
0
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2answers
758 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 ...
0
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1answer
117 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 ...
4
votes
2answers
81 views

Best way of writing pixel manipuliting-intensive applications with OpenGL/Direct3D

Recently I have been making little experiments with engines similar to old Wolfenstein 3D, Doom and Build, engines where the 3D rendering is entirely done in software and therefore you need full ...
1
vote
2answers
58 views

Is it possible to run GLFW eventhough my graphic card(Nvidia) supports Direct3d API? [on hold]

I have Nvidia 820M GPU installed in my windows 7 machine. In nvidia control panel it is showing it supports Direct3d API version 11. Am I able to run OpenGL applications(using GLUT,GLFW) on my machine ...
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0answers
45 views

What game engine should I use? [closed]

Okay before I go any further I have worked with other engines before like unity and attempted to learn the new unreal 4. The game I would like to make is an adventure game with a wide open world and a ...
1
vote
0answers
32 views

Can you trilinear sample a non volume texture?

Let's say that i have a regular 2d texture (not a volume texture). Is it possible to do trilinear texture sampling of that texture even though it isn't a volume texture in opengl or directx? ...
1
vote
1answer
120 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
votes
1answer
139 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 = ...
0
votes
1answer
124 views

DirectX11 Equivalent of OpenGL code

I am currently porting parts of my engine over to D3D11 from OpenGL and was trying to figure out how I would accomplish the following blending functions in D3D11. glEnable(GL_BLEND); ...
1
vote
1answer
64 views

3D GUI Shader Problem

So I want to create one of these in my directX11 project. The little axis there that shows you the direction. I have a nice 3d shader for my world geometry that I tweaked from Frank D. Luna (He ...
2
votes
1answer
42 views

DirectX is the camera a point or a plane?

I've built an application in SlimDX using an orbit camera. Currently I treat the position of the camera as a singular point in space. I've noticed my projections from 3D space to 2d space are off by ...
0
votes
1answer
121 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 ...
15
votes
7answers
2k views

For 2D games, is there any reason NOT to use a 3D API like Direct3D or OpenGL?

I've been out of hobby Game Development for quite a while now. Back when I did it, most people used Direct Draw to create 2D games. By the time I stopped people were saying OpenGL or Direct3D with ...
0
votes
1answer
266 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 ...
2
votes
0answers
26 views

How to debug a DirectX crash on client machine?

I have customers who are experiencing crashes which I can't reproduce on my machine. From the minidumps they sent over, it appears that their crashes all seem to be in unexplained Direct3D calls, ...
0
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1answer
33 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 ...
0
votes
2answers
118 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.
0
votes
1answer
189 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 ...
1
vote
3answers
2k views

how to detect same keyboard key press only once

I am designing a keyboard class that can detect the keyboard key press only one time but I still cannot figure out the way to do it. My goal is just check and perform the action only once when the ...
1
vote
1answer
43 views

Observer pattern for clickable 2D Elements?

So i am currently thinking about the best way to handle and implement clickable 2D menu elements in a very simple DirectX Game. I very much like the idea of having subscribers to a event where they ...
1
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1answer
206 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 ...
0
votes
1answer
38 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, ...
2
votes
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. ...
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votes
1answer
32 views

Direct3d 9 z-buffer fails drastically [closed]

I have just completed my custom mesh class and my engine is very basic right now, but now I am facing this strange issue. I have posted the pictures bellow, it seems like z-buffer is not working ...
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votes
0answers
19 views

D3D9 hangs over remote desktop

Running the samples in the June 2010 DXSDK (eg: Samples/Tutorials/Direct3D/Tutorials/Triangles, and anything else in the Direct3D folder I've tried) hang when I run over a remote desktop. Likewise, ...
0
votes
0answers
40 views

Shader - Simple SSS lighting issue

I am trying to create a simple subsurface scattering effect using a shader but I am facing a small issue. Look at those screenshots. The three images represents three lighting states (above surface, ...
0
votes
1answer
51 views

Sample() returns (0, 0, 0) for normal map 90% of frames

I'm having some trouble reading the values from my Normal map in my lighting fragment shader. The relevant part of the shader code is as follows: Texture2D NormalGB : register(t0); Texture2D ...
0
votes
0answers
29 views

To FX or not to FX

General confusion... I'm not using Effects11 yet. Regarding the sorting/grouping induced by filenames: Initially I had them grouped by shader type: SomePurpose1.hlsli SomePurpose1_SubPurpose1.hlsli ...
0
votes
1answer
56 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 ) { // ...
2
votes
1answer
144 views

How can I compile a Direct3D 9 effect from a file?

I started working with shaders recently in DirectX9. I noticed that there is a D3DXCompileShaderFromFile function for IDirect3DVertexShader9 and pixel shader. Which compiles the shader and gives you ...
2
votes
1answer
92 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 ...
0
votes
1answer
75 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
votes
1answer
34 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 ...
0
votes
1answer
60 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. ...
2
votes
1answer
178 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 ...
0
votes
1answer
96 views

Shader - Color blending

I would like to know how to blend colors in a specific way. Let's imagine that I have a color (A) and an other color (B). I would like to blend them in such a way that if I choose white for the (B) ...
1
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0answers
58 views

tex2Dlod to limit max mip level to use for a texture (atlas)

I'm developing a 3D multitexturing terrain engine in C# on Monogame (XNA) plateform. I would like my engine works on Windows XP or upper, so on DirectX 9c minimum. Monogame allow me to build a DirectX ...
1
vote
1answer
53 views

Shader - Convert vector into scalar

I am trying to convert a half3 as a simple half but I am facing an issue. As for an example half3(1, 0, 0) give me white but half3(0, 1, 0) gives me black. How can I convert properly a half3 to a ...
8
votes
4answers
6k views

What are the current books for DirectX (w/ focus on 3D)? [closed]

For OpenGL, the OpenGL SuperBible 5th edition was just released only a few months ago, and is considered a fantastic, highly rated book for not only learning OpenGL 3 (Part 1 of the book), but it also ...
2
votes
1answer
69 views

SharpDX / DirectX: How to render text to a transparent BitmapRenderTarget?

I'm trying to render text to a BitmapRenderTarget, cleared with transparent color. My TextBox is drawn on its own SharpDX.Direct2D1.BitmapRenderTarget, which I create in this way: var ...
-1
votes
1answer
48 views

How do i load, render and trasnform 2D images using Direct3D 11 API? [closed]

In my small game project using DirectX 11 API, I created a Direct3D device, and can draw 3D meshes, using web tutorials and a book. But I cannot figure out how to load, transform (rotate, scale, ...
1
vote
2answers
36 views

Directx displaying selectable text

I am new to direct x and following this tutorial : brayzarsoft (part 14) I was able to display text. However, using this method the text is rendered to a texture. When you look at games that have ...
0
votes
1answer
560 views

Stencil buffer and transparent pixels

Do transparent pixels cause a stencil buffer operation (increment, decrement, etc.) to be executed? My understanding was that only opaque pixels cause a stencil buffer operation, transparent pixels ...
3
votes
1answer
354 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 / ...
1
vote
0answers
31 views

SharpDX - Character Skinning Different in Windows Phone 8.1 Emulator and Real Device

I have an engine written using SharpDX, that can load a character mesh and animation stored in a FBX file, then it renders a scene and animates a character. It is written as an Universal Windows Store ...
1
vote
1answer
45 views

Problem with textures using DirectX file format in Irrlicht

I'm using Irrlicht 1.8.1, and Blender 2.71 to create my animations. I've just create a simple cube, added a default material to it, and i've mapped a texture to it using UV unwrap, all that in ...
1
vote
0answers
86 views

Directx 11 full screen

I build simple directx 11 application in c++ that draw square to screen. Also check in the end of the program when I close the last peace of directx the number of free reference. This work great in ...