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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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, ...
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233 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
139 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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1answer
436 views

Fog shader camera problem

I have some difficulties with my vertex-fragment fog shader in Unity. I have a good visual result but the problem is that the gradient is based on the camera's position, it moves as the camera moves. ...
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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. ...
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1answer
85 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 ...
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162 views

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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249 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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201 views

Writing to a D3DFMT_R32F render target clamps 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 ...
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17 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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0answers
39 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? ...
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81 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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44 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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110 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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154 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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44 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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204 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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354 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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170 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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295 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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285 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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413 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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248 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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26 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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11 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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43 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, ...
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43 views

Directx 9 Obj Model

There's is a error with my obj load/render that I can't solve I'm a newbie in directx 9, I'm trying to do this in the best way The model is not displayed properly, do not know if this correct model ...
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40 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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62 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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55 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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46 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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46 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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57 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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59 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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70 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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41 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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157 views

Trying to bounce a box with a plane using bullet physics

I'm trying to simulate a box that bounces with a plane and I'm beginner with bullet physics. I created a plane (box) and and a box that is falling. The problem is the ball is stalled while colliding ...
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38 views

Collada 3d file type

For animations in the Collada file type. How does it store them? I'm reading them in with Assimp and I got the keys. mNumPositionKeys = 24. I made the animation and it had 24 frames. But only 2 were ...
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81 views

Getting a Rect of a SpriteBatch

I'm using DirectXTK, https://directxtk.codeplex.com/wikipage?title=SpriteBatch it's a port of XNA spritebatch. I'm trying to get a bounding rect of my sprite for testing collisions AABB. I draw ...
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175 views

How to use D3D11_SHADER_RESOURCE_VIEW_DESC.Buffer.ElementWidth?

If I want to create an ID3D11ShaderResourceView* to a buffer with a given DXGI_FORMAT (e.g. DXGI_FORMAT_R32G32B32), do I have to also supply a value for ...
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109 views

marshaling c# struct with array to const buffer

I am trying to use a const buffer to pass a structure with an array of values into the pixel shader. However, all my color[] array values are coming in as zeros. I have the struct defined as: ...
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114 views

Depth Map not rendering properly in DirectX / HLSL / SharpDX

I've been struggling with this for awhile, and everything I find online says this SHOULD be working, but I apparently missed something. I'm attempting to run Deferred Rendering in SharpDX on a ...
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91 views

Particle System Tracking

I have a particle system where instead of tracking the time each particle is alive, I just track the time of the oldest particle and the time of the youngest particle. Basically, the oldest particle ...
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74 views

How to translate vertex buffer coordinates in 2D

I am trying to (using a 2D Directx9 engine library) rotate/translate a set of points in a vertex buffer. I understand how this would be done in a 3D system - i.e using the vertex shader stage of ...
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72 views

Volumetric spotlight

Hy I'm working on the a volumetric spotlight into my engine(DirectX 11). I read quite a lot about it and would like to find a relatively quick solution. ShaderX3's approach dividing the light volume ...
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0answers
71 views

HLSL - Binary operations

I'm trying to do binary operations with integers in the hlsl code. For example: int n = 10 & 15; Binary value of 10 = 1010 and Binary value of 15 = 1111. With this, n = 10, because (1010 & ...
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44 views

How to render many regions from the same texture using UV mapping?

I tried to apply some things that look like a "texture atlas". I would like to load 1 big texture which includes many small textures, my goal is to render each texture separately. I tried to use UV ...
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68 views

Transform texture coordinates when using shader

Assuming I define four vertices of a quad with texture coordinates that cover a whole texture or region of a texture, I can animate these coordinates by setting a transform using SetTransform( ...
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167 views

How do I find the camera direction vector for 3D sound purposes? (C++, DirectX)

Question I'm trying to make a sound class for playing 3D sound effects with DirectSound and DirectX, without using DirectSound's 3D libraries. The plan is to have every game object constantly play ...
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148 views

Bilinear filter in repeating texture, HLSL

I have a repeating texture that I'm using as a scroll surface. The idea is that as I pan the surface I adjust the texture coordinates, filling in what gets wrapped on the right as it disappears from ...