Tagged Questions
1
vote
1answer
83 views
Texture Shaders vs. Pixel/Fragment Shaders?
My question is a simple one.
Functionally, practically, and performance-wise, what are the differences between using a D3DX Texture Shader, and using a Pixel/Fragment Shader rendered with a full ...
3
votes
2answers
214 views
Having the same texture data in different ID3D11Texture2D
Sorry if this has been answered elsewhere - I'm rather new to DX. My question concerns conservation of resources - specifically textures in VRAM. I assume that upon returning from a call to ...
3
votes
2answers
504 views
How to mix textures in DirectX?
I am new to DirectX development and I am wondering if I am taking the wrong route to achieve the following:
I would like to mix three textures which contain transparent areas and some solid areas ...
3
votes
1answer
180 views
Preventing banding textures in DirectX
I have a 3D scene that I've tried rendering in Direct3D 10 and using WPF's 3D framework. Obviously, going directly to Direct3D is producing far better performance but I am getting banding which ...
3
votes
1answer
777 views
How do I create a decal system?
I'm currently given the task to design & create a simple decal-system in C++/DirectX.
Does anybody know a great tutorial, article or paper to start with? (Especially the part about 2D-texture to ...
1
vote
1answer
873 views
DirectX 2D Sprite Texture
I am trying to make DirectX display a sprite from a sprite sheet I found on the internet but it doesn't seem to be displaying the texture in the correct position as I am specifying it.
D3DXVECTOR2 ...
0
votes
1answer
90 views
What does SetTextureStage(0, D3DTSS_COLORARG2, 0) in DirectX mean?
I'm trying to convert some DirectX code to Ogre3D and was wondering what the following translates to:
pDev->SetTextureStage(0, D3DTSS_TEXCOORDINDEX, 0)
pDev->SetTextureStage(0, ...
0
votes
1answer
165 views
How fill gutter using ID3DXTextureGutterHelper interface?
Using UVAtlas (Direct3D 9) Packed charts are separated by a
user-specified gutter width. The gutter width is the amount of
separation between charts, and allows for bilinear interpolation and
...
5
votes
1answer
880 views
Render to Texture2DArray slices in DirectX11?
I would like to set a slice of a Texture2DArray as a render target in D3D/DirectX11. It's not clear how to do this.
What I'm looking for is the DirectX equivalent of glFramebufferTextureLayer(), ...
3
votes
1answer
371 views
Hashing 3D position into 2D position
I am doing volumetric raycasting and curently working on depth jitter. I have 3D position on ray and want to sample 2D noise texture to jitter the depth.
Function for converting (or hashing) 3D ...
6
votes
3answers
959 views
Common light map practices
My scene consists of individual meshes. At the moment each mesh has its associated light map texture, I was able to implement the light mapping using these many small textures.
1) Of course, I want ...
8
votes
3answers
849 views
Very slow direct3D texture sampling
So I'm writing a small game using Direct3D 9 and I'm using multitexturing for the terrain. All I'm doing is sampling 3 textures and a blend map and getting the overall color from the three textures ...