Questions tagged [directx11]

DirectX 11 is the primary graphics API for Microsoft platforms including Windows, Xbox One, and Windows phone.

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After drawing the scene with the deferred shader, I want to draw an object to be alpha blended, but it doesn't work

After drawing the scene with the deferred shader, I want to draw an object to be alpha blended, but it doesn't work. This is the current drawing order ...
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38 views

Question about making alphamaps

I made an alpha map by picking terrain for texture splatting. Using only one texture was successful, but trying to use more than one texture caused a problem. The second alphamap has the data of the ...
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Applying HLSL Pixel Shader to RenderTarget in Directx11

I'm developing a unity native plugin and I'm new to DirectX11. In unity I pass input render target, depth and output render target to C++ side. ...
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Unable to draw Primitives on Texture in SharpDX

I have a little problem with rendering in my SharpDX Direct11 App. I had being tested rendering scene on a texture, and then draw this texture on the backBuffer. ...
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1answer
19 views

Depth does not writes in texture

I am doing volumetric fog. In the first pass I write down the depth of the front polygons of the cube, in the second pass I write down the depth of the back polygons of the cube, in the third pass I ...
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20 views

Do D3D11 / Metal / Vulcan programs commonly use upload/buffer threads?

I am porting an older OpenGL ES 2 program to more modern APIs (DX11/Metal/Vulkan, let's say.) The existing code uses a dedicated uploading/buffering thread (via a "share context") to upload ...
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41 views

Cascaded Shadow Maps - Handling shadows that cast into different cascades

For example I have 3 shadow cascades. A shadow is cast by a hill in my 2nd cascade, but the shadow itself is cast into not only the 2nd cascade but also the 1st. In the shader program, in order to ...
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1answer
59 views

I can't render faces properly in my DirectX11 project

For some reason, only back-faces are rendering, even if I set the rasterizer and stencil buffer and state to any values. Setting D3D11_CULL_NONE, ...
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2answers
71 views

D3D11 wrong full screen resolution

I am currently writing a Directx 11 engine and have problems with the resolution when switching to exclusive fullscreen on my 1440p monitor. If i call SetFullscreenState(TRUE, NULL), the screen ...
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22 views

Need an approach for mounting turrets

I'm working on a game with the ability to customize the type of turrets on your starship. My question is how would I go about positioning the turret mesh at the hardpoint locations. Do I need to ...
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32 views

Use VSSetConstantBuffers or VSSetConstantBuffers1?

I am wondering what is the performance difference between 2 constant buffer strategies. For example, in my scene, there is a lot of objects. Some of them are static and others are not. Strategy 1: ...
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1answer
63 views

Is it a good idea to swap between a lot of different shader states during runtime?

What I'm trying to do is create a specific shader states(depthstencil, blend, and rasterizer)...
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1answer
54 views

Can't create Render Target with CreateDxgiSurfaceRenderTarget

I'm trying to create ID2D1RenderTarget to be used for writing text with DirectWrite. I tried two methods but can't get it working, both yield "The parameter is incorrect" error code. In the ...
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1answer
207 views

Map() fails when reading back GPU Texture

I need to read back a GPU texture (stored in the GPU as D3D11_USAGE_DEFAULT). I am doing this via creating a staging ID3D11Texture. The whole application is running ...
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1answer
194 views

In game development, what aspects to consider when choosing a 32-bit architecture over a 64-bit architecture?

I was developing a graphics engine from scratch using Direct3D11 and some APIs, but I stumbled in a situation where it would beneficial to me to use a certain library, but it's binaries are only ...
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13 views

How to make use of resizable BAR?

From what I understand, resizable BAR (aka. Smart Access Memory) makes it possible to access the whole GPU memory from CPU code. But how can a programmer make use of that? Is there an example or code ...
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1answer
332 views

How to sample a TextureCube texture

I'm converting old shader code to be a bit more modern. So far this works out great, but I'm having a though time figuring out how to convert shader code that works with cubic textures. In the old ...
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2answers
105 views

How to vertically flip a DDS texture on import?

I have a program capable of rendering 3D graphics using Direct3D11 and it is currently compatible with two different texture formats, TGA and DDS. The code to read and load a TGA texture in memory I'm ...
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1answer
71 views

What to do with d3dx9math.h when converting to DirectX11?

I'm converting an old game from DirectX9 to DirectX11 and I have a question: What I should use instead of d3dx9math.h? Do I have to convert everything for ...
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52 views

ID3D11DeviceContext:::CopyResource is bottleneck in my particle system

I have a snow particle system and I use simplex noise for creating turbulence effect. At first, I made calculations on the CPU, and the simplex noise calls obviously were the bottleneck. The ...
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20 views

DirectWrite and Set Character Spacing - Trouble using extended DW functionality

I'm having a hard time grasping the problem getting the newer/extended functions in dwrite_1.h to work with my existing code and hope that someone here can shed some light. This is my existing set up.....
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58 views

Blue color instead of alpha using Alpha Blending

I am testing rendering with alpha blending state according to this guide. The aim is to add snow on terrain grass texture. Finally, I got the wrong result -- the blue color fillings up all alpha = 0 ...
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87 views

DirectX 11 Mouse Picking Problem

I'm trying to do mouse picking and actually it works but when I scale the object and click that point on the image it picks wrong one, this happens only after scaling an object and I'm sure matrices ...
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1answer
51 views

How does the InsideTessFactor affect points of a triangle in a DirectX11 domain shader?

I found this example in this Chinese language document. In the image above, I can understand the value of SV_TessFactor because for every side of this triangle, ...
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1answer
109 views

Borderless windowed (fake fullscreen) mode doesn't cover the entire screen

I'm using Direct3D 11 running on Windows 10 20H2, but have seen this problem going back to Windows 7. I'm adding borderless windowed (fake fullscreen) mode support, and all of the online resources I ...
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1answer
107 views

Peter Panning Depth Bias Problem

No matter how I experiment with RasterizerState Depth Values, I always get a detached shadow which is called peter panning. Ive even adjusted the near plane for the light camera. It always seems to ...
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72 views

Setting an array in the HLSL shader

I have a array of six float4x4's in my shader. cbuffer pseudeocb { float4x4 Mypseudo[6]; }; I need to set these in my code. ...
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33 views

How does directX API implement supersampling in GUP layer?Does it allocate a scaled-framebuffer other than user-specified framebuffer?

For example,if I create a backbuffer of size 800 * 600 and turn on 4x-supersampling, is it the case that the graphics driver actually allocates a backbuffer of size 3200 * 2400 under the hood then ...
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1answer
125 views

Where is the Mclip matrix & how do I set it?

According to this article, the Mclip matrix will be used, but I didn't find any function in Directx11 to set this matrix. How do I set it?
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86 views

XNA games C# application executable work on one win7 not the other one

Our company wrote a game in XNA studio 4 almost ten years ago. we try to reinstall it in win7 with only the executable. Both installed XNA Game Studio 4.0. Below is the environments parameter I can ...
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1answer
77 views

Using ID3D11DeviceContext::Map to update a dynamic texture results in offset or incomplete data

Background I'm generating a memory texture at load time to store the offsets into a texture atlas for a tilemap as described here Any way to combine instantiated sprite renderers into one texture so I ...
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1answer
554 views

Has the Geometry Shader been abandonded?

Advice says to either limit use or not to use it at all. Friday Facts #251 - A Fistful of Frames | Factorio: We tried it, and it worked great. We got some speedup due CPU needing to prepare less ...
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58 views

How do I store the texture coordinates for thousands of tiles in a tile mesh on the GPU and not just the most recent?

This is a follow-up to this question. The geometry shader is performing fantastically, but now I've lost the ability to display more than one tile type at once (the last one in the visible array is ...
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1answer
143 views

Geometry shader-generated tile mesh isn't any faster than CPU-generated version

For practice, I'm writing a Rogue-like. In order to speed up tile rendering I have a dynamic Mesh/MeshBuilder that collects all the vertices of the visible tiles' quads (4 vertices per tile: position, ...
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1answer
83 views

How to disable present function when window is invisible to user. Win32 & DXGI

When my game window is hidden say by minimising it or hitting Ctrl, Alt, Del. I get the DXGI error: 0x087A0001 : The Present operation was invisible to the user. I've tried wrapping the present ...
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1answer
33 views

How to handle normal vector when duplicating vertex?

I'm currently developing a UV mapping, such as the UVW Map Modifier in 3ds Max (Not Unwrap UVW Modifier). I split the vertices of the model in the form of a primitive shape (Box, Plane, etc.) and set ...
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2answers
499 views

Getting data from the backbuffer D3D11 using Map [duplicate]

I'm having some trouble using ID3D11DeviceContext::Map() correctly. Here's the whole function so far: ...
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2answers
209 views

Different textures inside and outside a cube in DirectX 11

I want different textures for the outside and inside of a box (cube). The image below shows what I want to achieve. It is kind of an open box, where we can see a different texture inside: I was ...
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56 views

Same image in both eyes of VR HMD results in wrong 3D effect

I am trying to mod in VR support for a game without VR support via OpenVR as it proved to be the easiest one to implement with the least amount of issues, i don't think my issue is related to OpenVR ...
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1answer
304 views

What is the proper strategy to manage vertex buffers?

I have created a large variety of shaders for my game engine for different use cases. The vertex input for the shaders depend on what I want to do with them. For example, if I want to just render the ...
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1answer
92 views

Creating Compute Shaders throws E_INVALIDARG exception in SharpDX

I've recently been working on a small helper for creating and using compute shaders in C# along with Monogame/XNA. My end goal is simply to have compute shaders working in C#. My main issue is as such:...
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129 views

Direct3D Constant Buffer not updating

I started learning Direct3D a week ago and I've been following many tutorials but after I got to the point where I had to create a Constant Buffer I got stuck, the creation of the buffer seems to be ...
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1answer
46 views

Have both Cubemaps and TextureArray in a single texture register?

I want to have both Point Lights, aswell as Spot Lights. For the Point Lights I have a TextureCubeArray and for the Spot Lights I have a Texture2DArray. Is it possible to combine these two into a ...
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49 views

wavefront .obj file loader problem

I'm pretty new to direct x and c++, I have a problem with loading .obj files. This is a cube I think the problem is with creating vertices and indecies. ...
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1answer
85 views

DirectX 11 C2661 & C2664 errors constructing SpriteBatch / SpriteFont [closed]

I keep having these two errors: Error C2664 'DirectX::SpriteBatch::SpriteBatch(const DirectX::SpriteBatch &)': cannot convert argument 1 from 'ID3D11DeviceContext *' to 'DirectX::SpriteBatch &...
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1answer
1k views

DirectX 11, support for Font drawing

I have recently started to work with DirectX 11 and 12, I am using Microsoft Visual Studio Community Edition. I am under a 64-bit machine. I am currently rendering a frame with background and a window ...
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1answer
370 views

Constant Buffer Alignment issues

I have issues with constant buffer member alignments. I have the following C++ struct: ...
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1answer
72 views

Crash when creating RenderTargetViews for Cubemap

I want to create a cubemap and I want to render to it and later sample from it for reflections. However, It crashes when I try to create the faces for the cubemap. Here is my code: ...
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1answer
86 views

Texture blends into one single color

It looks like that it's being sampled from the least detailed MIP level, at least RenderDoc sees the texture as it should be, and what the actual texture looks like is the same as MIP 9th. I'm using ...
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1answer
80 views

Is non-indexed, non-instanced rendering useful anymore?

I'm adding batched rendering to my game engine and I'm wondering: Should I support non-indexed, non-instanced batches or just indexed and/or instanced? It's my understanding that the concept of ...

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