Tag Info

Hot answers tagged

2

Direct3D 10.x and Direct3D 11.x do not support the 'legacy fixed-function' pipeline that your Direct3D 9 code is using. Preparing to move to Direct3D 10 or 11 means eliminating all fixed-function usage and moving to programmable shaders. It is also apparent from your code snippet that you are not using the state objects correctly. In Direct3D 9, you set ...


1

It appears that this may not be possible, as noted in this blog post about the Outerra engine. I successfully moved the log depth buffer calculations into the vertex shader. This solved my problem with the Early-Z testing, but it also led to deal-breaking artifacts with triangles that were too close to / crossed the camera. Apparently the only way to fix ...


1

The Z coordinate has a different meaning when we're talking about viewport coordinates. In most vertex shaders, at some point you are multiplying each vertex by a projection matrix in order to convert world coordinates into viewport coordinates. After leaving the vertex shader, each vertex will be then divided by the W value. The resulting value is now in ...


1

The choice of which backbuffer format to use comes down to four considerations: The target feature level for the hardware you are supporting determines what backbuffer formats are available. See the "Display scan-out" options listed in the DXGI documentation for each feature level. For example, to support all feature levels you have to use ...


1

You're right, there is no lighting in D3D10 unless you implement it yourself in shaders.



Only top voted, non community-wiki answers of a minimum length are eligible