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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SSAO and normal issues

I'm using a SSAO alghorithm called "SAO", seen here: http://graphics.cs.williams.edu/papers/SAOHPG12/ I'm currently having issues with "smooth" normals, for example when using normal/height maps. To ...
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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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51 views

How to link assimp lib to universal app

I cannot make assimp object loader work with universal app, and I got the same problem as this one: Assimp and directX12 universal apps I tried the static library approach mentioned in the answer of ...
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43 views

Perspective division by zero yields unexpected results

Usually, this is how a shape in clip space is defined: [0.25, 0.25, 0.0, 1.0] [0.25, 0.75, 0.0, 1.0] [0.75, 0.75, 0.0, 1.0] [0.75, 0.25, 0.0, 1.0] After perspective division to NDC space the result ...
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59 views

Nothing drawn in Window, not even the clear color

A few years ago I have followed RasterTek's Direct3D11 tutorials to create a simple application in C++. I'm not trying to convert this very simple sample to C# using SharpDX. I've got the Window ...
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27 views

Combining two surfaces

I have two surfaces. One is the back-buffer, the other is a surface with some user-interface overlay graphics already rendered onto it. Both surfaces have identical properties (size, format...etc). I ...
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152 views

Jagged light bleeding where surface is roughly parallel to shadow mapping light direction

I am using Unity but this question might not be proper to this engine. I have projected the shadow map onto this sphere but there are grazing shadows. Is it possible to avoid it or to correct it as I ...
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98 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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295 views

Chunk Texture3D GPU generated vertices

I read GPU Gems 3 from NVidia about procedural terrain. It's quite interesting but not applicable for me because I only read the online version without the shipped DVD so I'm not able to download the ...
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22 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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22 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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23 views

Translate D3DXMatrixLookAtLH to Unity compatible code

I am currently trying to port a really old Game (I have the source of it) to Unity as a fun project. And I'm currently stuck with the object rotation techniques in Unity compared to the ones used in ...
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58 views

Why does reverse depth buffering provide more precision? (with DXGI_FORMAT_D24_UNORM_S8_UINT Datatype layout)

I lately came around methods optimizing the use of the depth buffer, as the easiest solution reverse depth buffering is mentioned but I cannot wrap my head around why I would be gaining a better depth ...
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17 views

Cannot obtain correct bone transform matrix data

I tried to obtain bone transform matrix for animation implemented with Directx11 and FBX sdk. I found this function in some web resources: fbxCluster->GetLink()->EvaluateGlobalTransform(); // ...
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65 views

Loading FBX Files into a DirectX 9 Application

I'm having an extremely difficult time trying to convert an FBX file into a format that can be used with DirectX. I've read a lot of articles on forums all over the internet and have followed ...
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70 views

Subsurface Scattering - Transmittance

I have a question related to SSS and especially transmittance. I've looked at several papers about that topic, most of them from Jorge Jimenez, which are very interesting and, I admit, a bit hard for ...
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32 views

Direct3D11: Directional Shadow Maps

I've recently implemented shadow maps on my project. However, I'd like to add a feature that allows the light direction to be dynamically changed, so that the terrain can be viewed using different ...
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39 views

applying two Vertex shaders on two model with the same pixel shader

i want to apply two HLSL vertex shader on two different models but with the same pixel shader. what i've done is wrong but i didn't know how can I use both vertex shader with one pixel shader (and i ...
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49 views

Textured trapezoid in Monogame DirectX

I'm working on a 2D game, so most of the graphics are sprites. However, some elements are drawn using trianglestrips in Orthographic projection. The thing is that I can't do a 3D projection because ...
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42 views

What is Purpose of pIntermediate in UpdateSubresources?

DX11 used ID3D11DeviceContext::UpdateSubresource but now DX12 seems to use a new method UpdateSubresources. I think I can figure out most of the differences between these two functions but the ...
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26 views

DirectX 9 Light projection

I am trying to see changes of component 'z' from light space. In vertex shader component 'z' divide 'w' is not 0. But after sending float4 with texcoord1 to pixel shader its 0. All matrices are good. ...
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36 views

Is it normal in skeletal animation to NOT consider the translation component in bone transform matrices?

I'm using assimp to load a model, and DirectX11 and DirectX ToolKit to render it. In the document of DirectXTK's IEffectSkinning, it says: As an optimization, SkinnedEffect and DGSLEffect assume ...
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61 views

Set Render Target usage

I am using Unity and I have some difficulties about understanding the way Set Render Target works and how it can behave with the shaders. Is it possible to render a shader pass in multiple render ...
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68 views

Simulating sun 3d direction

At the moment I got the following to simulate the suns direction: void Sun::Update() { if (!mIsMoving) return; const auto now = Clock::now(); const auto timeDiff = now - ...
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115 views

OpenGL textureGather and DirectX gather

These functions sample multiple RGBA pixels but return only a single component. OpenGL: https://www.opengl.org/sdk/docs/man/html/textureGather.xhtml DirectX: ...
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37 views

Retrieving shared video memory using SharpDX

I am trying to retrieve the total available video memory using SharpDX via DXGI, using the Description of the best available adapter. The DedicatedVideoMemory is correct (1GB in my case), but the ...
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195 views

how to rotate a 3d instance using an HLSL shader

ok, im experimenting a little with HLSL shaders, i have the following code for a vertex shader, it is used to render a few instances of a 3d model. Let's say i want to rotate these instances on their ...
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246 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 ...
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94 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 ...
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174 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 ...
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107 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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259 views

AddFontMemResourceEx and D3DXCreateFont corruption

I'm trying to load a font from a buffer using AddFontMemResourceEx and then creating a D3D font with D3DXCreateFont. This works fine on every platform except Windows XP, where it causes the wrong ...
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47 views

Align Object With Triangle

I currently am trying to figure out how rotate an object so it's aligned with a triangle along the Z Axis. I have the world matrix of the object and a triangle, which has it's 3 points and the normal. ...
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226 views

Connecting smoothly N textures on terrain

I started to create my own terrain in a quite common way, just like this: http://www.rastertek.com/tertut18.html . It is infinite and automatically generated (by using coherent noise). The areas are ...
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415 views

2D Camera transformation sidescroller

i am currently trying to dive into 2D programming with DirectX, especially bulding a tile based sidescroller. I have worked with some chapters from a book (Advanced 2D Game Development) but always ...
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278 views

How to correctly synchronize a shared surface?

I am trying to share a direct3d9 surface between two processes. One process (let's call it A) writes to the surface, and the other (B) displays it on screen. Currently, process A does a StretchRect of ...
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375 views

Why is my XInput gamepad press stamp not working?

I'm trying to add basic gamepad input to my c++ DirectX game but i'm having some trouble creating a press stamp (registers the press only the first time it's pressed if button held down). The entire ...
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314 views

Converting Animation data from Maya to DirectX in C++

I am currently trying to export an animation from Maya and import to a program I am working on. One of the problems I currently have is that when imported, the mesh and animation data looks reversed ...
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476 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 - ...
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293 views

Rendering transparent textures in directX

I am working with a directX application with WPF, I am facing a problem with videos and images that contains transparent pixels, I have to draw a color in background an then a video/image over it. ...
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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 ...
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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 ...
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16 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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15 views

Resizing orthographic camera while zoomed

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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0answers
10 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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0answers
39 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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26 views

D3D11 Weird Tessellation patterns

I'm having a very peculiar problem regarding quad-patch tessellation. I'm building a planetary renderer using spherified cube and chunked LOD (6 quadtrees, 1 per original cube face). I have reached a ...
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32 views

Converting ARGB surface to NV12 surface

I'm trying to use NVENC to encode some frames that I'm capturing from a game. I've hooked EndScene() and I can get the data from the backbuffer, which is in ARGB format. Unfortunately, NVENC only ...
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63 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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19 views

How to get tearing-free present with D3D9 in windowed mode without DWM?

For a long time now I have assumed that it's impossible to get tearing-free presents with: Windows 7, no DWM (=Aero off), D3D9, windowed mode. However, my Windows 7 PC at work just does it. My ...