SharpDX is an open-source third-party managed DirectX wrapper.

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SharpDX/D3D: How to implement and draw fonts/text

I am playing with SharpDX (Direct3D for .NET) without using "Toolkit", already finished with basic rendering 3D models. But now i am wondering how to program/create fonts for game (2D), or how to ...
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104 views

SharpDX instancing with D3D11

Could anybody provide working code using SharpDX with D3D11, which does instancing and uses SharpDX's content pipeline? I have several problems there. I came to understand that one should use a ...
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139 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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0answers
73 views

How do i define array in shader's constant buffer with C#?

I am using SharpDX to render 3D graphics and i cannot get to work constant buffer in my shader since it contains an array. Currently it looks like this: cbuffer cb0 : register(b0) { matrix ...
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54 views

Efficient scaling of images for multiple resolutions

I figured that the best way to ship 2D art for multiple resolutions is to instruct my artist to create the fullscreen background images sized for the highest resolution and then scale them down during ...
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322 views

SharpDX: Render to bitmap using Direct2D 1.1

I have a command line application that I am currently using SharpDX (Direct2D 1.0) to render to PNG files. This is a window-less application. It's currently creating a SharpDX.WIC.WicBitmap, a ...
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280 views

SharpDX's ContextDirect2D Begin/Draw/End vs SpriteBatch

I'm migrating from XNA to SharpDX in Win8. I noticed this in one of the samples: http://sharpdx.org/documentation/api/m-sharpdx-direct2d1-devicecontext-drawbitmap. Is this different in some shape way ...
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36 views

class instance issue

Currently, i am working on a project which deals with several parts. First, I want to interface with a Sidewinder Force Feedback 2 joystick in Unity using SharpDX and SharpDX.DirectInput libraries. ...
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Sorting 3D particles by depth

This is a general particles question, but I use XNA/MonoGame so I looked at: http://xbox.create.msdn.com/en-US/education/catalog/sample/particle_3d for Particles 3D. I found the example not to ...
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40 views

IndexedInstanced logic

I'm using SharpDX.Toolkit with three buffers: two vertex and one index buffer. The first vertex buffer is bound to slot 0 for per-vertex data with following data: static VertexPosition[] vertexData = ...
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89 views

When should I set a texture as a shader resource in order to read it?

I'm writing a Direct3D 11 HLSL shader with SharpDX. What I want to do is write the depth to a texture in one pass and read it in the next one. After declaring the texture, do I have to set the depth ...
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95 views

Custom SpriteBatch on SharpDX

I'm using SharpDX.DirectWrite and SharpDX.Direct2D to get a SpriteBatch (or FontBatch because I won't use spritefonts). The only thing which is stopping me is the implementation. I want to load a ...
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230 views

Deferred Shading - Toolkit

I recently managed to get some lights rendered in a scene by using a buffer and a for-loop. The problem with this method is the performance drop if more lights are used. I tried to convert Deferred ...