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

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15
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6answers
14k views

SharpDX and game engines, back to zero?

I'm a desktop developer (I mainly do WPF for a living) but I want to make games as a hobby. So a few months ago, I started reading blogs, gamedevSE, you name it. I understand in the C++ DirectX ...
10
votes
1answer
4k views

Is SharpDX mature enough to adopt yet or should I just start using SlimDX right now?

I'm about to stop my game-project in XNA because from what I can gather it's development is coming to an end (and it's already behind current technology). Therefore, I need to adopt a new framework or ...
7
votes
1answer
252 views

Measuring GPU time from managed code

To measure CPU code, I use a Stopwatch. Using a Stopwatch in the Draw method is meaningless for the GPU side of things since the CPU and the GPU run asynchronously. The questions is simple: Is it ...
6
votes
2answers
468 views

Best pathfinding for a 2D world made by CPU Perlin Noise, with random start- and destinationpoints?

I have a world made by Perlin Noise. It's created on the CPU for consistency between several devices (yes, I know it takes time - I have my techniques that make it fast enough). Now, in my game you ...
6
votes
1answer
1k views

Rendering a Sprite with an Effect… how?

gettings tuck doing some 3d Rendering and I think you guys may have a lot more knowledge in it. I am tasked with basically rendering a texture onto a screen, preparing the way to apply graphical ...
5
votes
2answers
5k views

Is using SharpDX or SlimDX easier than using DirectX directly from C++? [closed]

I decided to learn to program in DirectX yesterday, and, not being a huge C++ fanatic, went looking for a .Net wrapper. After reading about SlimDX and SharpDX, I decided I liked what the SharpDX ...
4
votes
1answer
1k views

How do I convert a .dds texture to .png bitmap in C#?

This question is from someone who has not written a line of code for games, but several Game Save editors and other game tools. I'm working on a Save Editor and would like to display icons of some of ...
4
votes
1answer
939 views

How do I output a webcam stream to a 2D canvas with SharpDX in C#?

I'm writing an application for the Oculus Rift using the SharpOVR library to access HMD position data. I decided it is reasonable to use SharpDX to also output webcamera streams. Unfortunately, all ...
4
votes
1answer
496 views

DirectX Unproject troubles

I have an orthographic projection and I try to unproject a point from screen space. Following are the view and projection matrices: var w2 = ScreenWidthInPixels/2; var h2 = ScreenHeightInPixels/2; ...
4
votes
1answer
3k views

What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a staging resource?

I am trying to read the contents of the depth buffer into main memory so that my CPU side code can do Some Stuff™ with it. I am attempting to do this by creating a staging resource which can be read ...
4
votes
1answer
2k views

How to debug DXGI_ERROR_INVALID_CALL errors?

I am developping an application using SharpDX and on one of my machines the call _swapChain = new SwapChain(factory, _device, desc); fails with the error message HRESULT: [0x887A0001], Module: ...
4
votes
1answer
371 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 ...
3
votes
2answers
875 views

Memory Leak in SharpDX

one Thing I found out: Windows 7 produces a memory leak while using certain methods to access rendertargets. Why doesn't Windows 8 leak at this method? public class Game : SharpDX.Toolkit.Game { ...
3
votes
2answers
656 views

How to correctly Dispose a SourceVoice once its finished

i am starting to play a sound with XAudio2 and SourceVoice and once its finished, it should be correctly disposed to not have any leaks. i was expecting it to be something like this: ...
3
votes
2answers
3k views

Does Monogame on Windows Desktop use OpenGL or DirectX by default?

if i use monogame 3.0 beta on windows desktop, does it use the directx renderer (sharpdx) or the opengl renderer by default? if it uses directx is there away to make sharpdx call directly? thanks!
3
votes
1answer
177 views

Anisotropic and trilinear filtering?

I'm confused about the usage of trilinear filtering and anisotropic filtering in SharpDX. As far as i understood, trilinear filtering does linear filtering to the textures and in a case of LOD-change ...
3
votes
1answer
2k views

Proper use of Dynamic Vertex Buffers for rapid update

I am creating a C#/SharpDx/DirectX10 application to plot line charts in a fast way. I have a prototype which uses Dynamic Vertex Buffers and fills a fixed-size buffer, say 1M vertices, with new data ...
3
votes
1answer
1k views

Monogame/SharpDX - Shader parameters missing

I am currently working on a simple game that I am building in Windows 8 using MonoGame (develop3d). I am using some shader code from a tutorial (made by Charles Humphrey) and having an issue ...
3
votes
1answer
84 views

Why is quad rendered at the center (0,0) instead of top left when using orthographic projection

I have been trying to render a quad(containg a texture) using orthographic camera so that the quad can be rendered using the screen coordinates directly. I started of by rendering just a triangle ...
3
votes
0answers
61 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 ...
3
votes
1answer
628 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 ...
2
votes
2answers
3k views

Migration from XNA to SharpDX

My fear is that XNA has reached the end of the road. To keep up with the latest technology a shift to another game framework might be needed. We have many games in a large codebase, all based on XNA. ...
2
votes
1answer
2k views

Loading textures with SharpDX in Metro

I have converted my C# game from OpenTK (OpenGL) to SharpDX (DirectX) and have it up and running from Visual Studio 2010. I also have it up and running from Visual Studio 11 in Metro, in the Windows 8 ...
2
votes
1answer
2k views

Why can I not map a dynamic texture in D3D?

I am trying to map a Texture2D resource in DirectX11 via SharpDX. The resource is declared as a ShaderResource, with Dynamic usage and the 'Write' CPU flag specified. My call however fails with a ...
2
votes
1answer
1k views

How can I create a buffer suitable for dynamic updates in SharpDX?

I want to set a buffer that is updated every frame but can't figure it out, what i have to do. The only working thing i have is this: mdexcription = new BufferDescription(Matrix.SizeInBytes * ...
2
votes
2answers
285 views

Orthographic (0,0) center

I want to display coordinates from 0 to n, where n is int > 0. The map is displayed correctly heaving it's center in the middle of the screen pointing top right. I would like to have it pointing ...
2
votes
2answers
725 views

Error instantiating Texture2D in MonoGame for Windows 8 Metro Apps

I have an game which builds for WindowsGL and Windows8. The WindowsGL works fine, but the Windows8 build throws an error when trying to instantiate a new Texture2D. The Code: var texture = new ...
2
votes
1answer
351 views

Achieve anisotropic filtering

I want to set anisotropic filtering to my scene. I use SharpDX (DirectX 11) and C#. How do i set up anisotropic filtering in my shader? Currently i try that in the shader: Texture2D tex; sampler ...
2
votes
2answers
222 views

Properly rendering transparent areas of textures

I'm rendering a tree that contains branch meshes with partially transparent textures. If I render it with AlphaTestEffect and set the ReferenceAlpha to something low, I'll get this. I want to ...
2
votes
2answers
757 views

What is the depth that a pixel shader may output? Is it necessary to write Depth?

In DirectX11, what does the depth that a Pixel Shader can output mean? Does a pixel shader need to output a depth so that we "write" the depth? If not, why would we output it? For any doubts, I'm ...
2
votes
2answers
182 views

One or multiple VertexBuffers

I'm currently working on a personal project where I'm trying to load the levels and all of the geometry from the game "Medal of Honor Allied Assault" into my own C# code-base based on SharpDX. I ...
2
votes
1answer
399 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 ...
2
votes
1answer
316 views

XNA/MonoGame/SharpDX: Pixel shader with sprite sheet

I've searched around for two days now on the internet but cannot find a solution. I've also read up on Pixel Shaders on MSDN with no luck. I'm trying to apply a simple pixel shader to a sprite batch ...
2
votes
1answer
209 views

Camera roll has no effect

Consider my following (abstracted) C# w/ SharpDX code: class Game { Camera _camera = new Camera(); private void Window_KeyDown(object sender, KeyEventArgs e) { // Roll if ...
2
votes
3answers
1k views

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 ...
2
votes
1answer
234 views

Is there a penalty to using render targets versus textures?

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 ...
2
votes
2answers
282 views

How is the result returned in SharpDX.DirectInput.Device.Acquire()?

The documentation of IDirectInputDevice8::Acquire says: Return Value If the method succeeds, the return value is DI_OK, or S_FALSE if the device was already acquired. If the method fails, ...
2
votes
1answer
2k views

DirectX11 Gamma Correction

I am writing a game using SharpDX with DirectX11 and I have been reading that it is important to apply gamma correction to my engine in order to perform correct linear lighting calculations. So I ...
2
votes
2answers
932 views

Camera frustum calculation coming out wrong

I'm trying to calculate a view/projection/bounding frustum for the 6 directions of a point light and I'm having trouble with the views pointing along the Y axis. Our game uses a right-handed, Y-up ...
2
votes
1answer
861 views

SharpDx: using maximized RenderForm

I'm trying to learn DirectX via SharpDX, very new to this. What I want to do is be able to draw 2D shapes for a game I'm trying to make. So I started with the demo "MiniRect" that came with SharpDX. ...
2
votes
0answers
121 views

Struggling with simple orthographic projection for a 2D setup

I'm trying to build a simple setup for 2D using SharpDX. Basically I want to supply my vertices in classic Cartesian coordinates: X-right, Y-up, starting with (0,0) in bottom-left corner. I've had ...
2
votes
1answer
166 views

How can I get the color of a pixel in a SharpDX Direct2D bitmap or render target?

I am working on a simple drawing game and I need to get a Flood Fill algorithm working for a Paint Bucket tool. I have the game running on WinForms at the moment which is extremely slow, but I have a ...
2
votes
1answer
91 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 ...
2
votes
1answer
65 views

Vertex definitions and shaders [closed]

I noticed that from looking at other examples like say .. riemers tutorials he takes a buffer with a bunch of vector3's in it and ties it to a shader which expects a float4 ... why does this work in ...
2
votes
1answer
1k 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 ...
2
votes
0answers
296 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 ...
2
votes
3answers
1k views

Tutorials for Managed DirectX development? [closed]

Are there any good tutorials, for someone new to DirectX development? I'd like to use the SharpDX library in a project, but am completely new to this sort of graphics programming. I'm looking for a ...
1
vote
2answers
528 views

Anti-aliasing a sphere

I render everything in my game in 2D with SpriteBatch with the exception of a spherical entity (orb) that I render as a spinning and dynamically lit (custom effect) sphere in 3D. I capture the sphere ...
1
vote
2answers
183 views

What calls trigger a new batch?

I am finding my project is starting to show performance degradation and I need to optimize it. The answer to my previous question and this presentation from NVidia have helped greatly in understanding ...
1
vote
1answer
778 views

Determine the stride of a DirectX Texture2D line?

Is there a way to determine, or preferably calculate/predict, the the stride of a line of a DirectX 11 Texture2D resource when using SharpDX? (E.g. Can we say the stride of a line is always a power ...