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Questions tagged [directx9]

Questions which are specifically related to version 9.0 of DirectX SDK. If your question is not specific to this version of SDK (i.e. it could apply to DirectX 10 and 11 as well), use the 'directx' tag.

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Pixel-perfect rendering to a rendertarget with a fullscreen quad

I have some trouble rendering a bunch of values to a rendertarget. The values never end up in the exact range I want them to. Basically I use a fullscreen quad and a pixel shader to render to my ...
Mario's user avatar
  • 383
9 votes
2 answers
3k views

How to implement SSAO in Shader Model 3/ DX9?

Ive read a few articles about SSAO, and i would like to implement it in to 3d engine at work, which runs on top of DX9. Can you give me an tips on getting the simplest implementation possible up and ...
Cubed2D's user avatar
  • 2,132
9 votes
4 answers
3k views

In a 2d tile based game, what is a good method for scrolling?

I am using Direct3D with the D3DXSPRITE wrapper to draw the tiles to the screen. I have a tile class which contains members such as collision and tile type, then i have an array of tiles e.g. Tile ...
user avatar
8 votes
3 answers
3k views

What is a better abstraction layer for D3D9 and OpenGL vertex data management?

My rendering code has always been OpenGL. I now need to support a platform that does not have OpenGL, so I have to add an abstraction layer that wraps OpenGL and Direct3D 9. I will support Direct3D 11 ...
sam hocevar's user avatar
  • 23.8k
8 votes
4 answers
16k views

How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile

I know that in OpenGL I can do something like this glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, _width, _height, GL_RGB, GL_UNSIGNED_BYTE, _buffer ); And its ...
cloudraven's user avatar
8 votes
1 answer
3k views

What is the easiest way to Implement a 3rd Person Camera in C++/DirectX9

I'm pretty new to C++ and DirectX9 and I want to Implement a Third Person Camera. After some reading about Quaternion-based Cameras I decided to try Implementing it. But it really blow my mind, so I ...
Anonymous Anonymous's user avatar
8 votes
1 answer
206 views

Implementing invisible bones

I suddenly have the feeling that I have absolutely no idea how to implement invisible objects/bones. Right now, I use hardware instancing to store the world matrix of every bone in a vertex buffer, ...
DeadMG's user avatar
  • 5,518
7 votes
3 answers
2k views

Isometric smooth fog

I'm working on a simple 2d game with direct3d 9. It's a isometric game with diamond tiles and a staggered map. This is what I have: As you see I have some kind of fog which is acomplished by having a ...
marcg11's user avatar
  • 425
7 votes
1 answer
6k views

2D Line drawing with Pixel Shaders

Recently I asked a question, what is the fastest way to render 2D lines using DirectX, and one of the answers mentioned this paper on Fast Prefiltered Lines which uses Pixel Shaders to accomplish ...
Dr. Andrew Burnett-Thompson's user avatar
6 votes
4 answers
246 views

Is there any guarantee about the graphical output of different GPUs in DirectX?

Let's say that I run the same game in two different computers with different GPUs. If for example they are both certified for DirectX 10. Is there a guarantee that the output for a given program (game)...
cloudraven's user avatar
6 votes
2 answers
3k views

Fixed Function vs Programmable Pipeline performance with many batches

In OpenGL 2.0 I can easily make 10,000 draw calls per frame (with state changes in between each call). However, if i try to do this in either OpenGL ES 2.0 or DirectX9 with shaders, my peformance is ...
default's user avatar
  • 747
6 votes
1 answer
3k views

What does HLSL's tex2D return at (0,0)?

I'm trying to understand the mapping of texels to pixels, especially in the context of pixel shaders. I already found out the following: When I define a standard quad with vertices at integer ...
ph4nt0m's user avatar
  • 207
6 votes
2 answers
2k views

Partial Shader Signatures HLSL D3D11 C++

I had been debugging a problem I was having in a single shader file with 2 functions in it. I'm using DirectX 11, vs_5_0 and ps_5_0. I have stripped it down to its basic components to understand what ...
user avatar
6 votes
1 answer
2k 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 ...
TomTom's user avatar
  • 155
6 votes
1 answer
1k views

How do I get FEATURE_LEVEL_9_3 to work with shaders in Direct3D11?

Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and ...
Dominic's user avatar
  • 61
6 votes
1 answer
358 views

Hardcoding C++ shader interop code

When writing code that interacts with multiple shaders, is it best practice to hard code the use of each effect? I wrote a couple of hard-coded loops and then noticed that I accidentally ended the ...
DeadMG's user avatar
  • 5,518
6 votes
1 answer
1k views

What elements of D3DPRESENT_PARAMETERS MUST be set?

DIRECTX9... For ages, I've shipped games that only half-fill out the D3DPRESENT_PARAMETERS structure, and now I'm wondering if this is buggy. The items I'm worried about, and never set are: ...
cliffski's user avatar
  • 123
5 votes
2 answers
1k views

Different number of lights => different shader

I have a shader that computes lighting for each light. ...
Olhovsky's user avatar
  • 3,519
5 votes
2 answers
2k views

How can I render text above a mesh in DirectX 9?

I want to render some text over a mesh in my DirectX app. It will have a similar application to health bars for units in games, just as text rather than a bar. I'm looking for the simplest way to do ...
Ray Dey's user avatar
  • 6,946
5 votes
2 answers
2k views

3D primitive rendering library

I am looking for a library which would easily allow me to render shapes (cubes, spheres, lines, circles, etc.) in 3D3 and OpenGL if possible. I want to be able to rapidly design visual debugging tools ...
tomzx's user avatar
  • 161
5 votes
2 answers
2k views

Why am I running out of memory in D3DPOOL_DEFAULT?

When trying to using my company's D3D9 renderer and allocating everything in D3DPOOL_MANAGED I would run out of memory in the 32-bit process space. I tried using ...
Jonathan Mee's user avatar
5 votes
2 answers
3k views

Is Batching Geometry Every Frame Always Slower Than Individual Draw Calls

I'm currently have an application that has ~10k draw calls. I implemented a batching scheme where I group all objects that share material, vertex format, etc and pre-transform them by their world ...
default's user avatar
  • 747
5 votes
3 answers
3k views

DirectX9 thread lock problem with "present" and background loading new textures

Given: Selfmade 3D engine based on DirectX9 written in C++ Task: While render loop runs load additional textures in a background thread Current Implementation: - Create device with ...
Ole Dittmann's user avatar
5 votes
1 answer
1k views

Radiosity: Integrating Hemicubes

I'm working on a radiosity processor in DirectX 9. I have efficiently rendered hemicubes from the perspective of texels within a lightmap. Now, as I try to integrate the hemicubes (to sum the incident ...
P. Avery's user avatar
  • 575
5 votes
2 answers
5k views

Rendering skinned model with DirectX

I'm learning character animation with DirectX 9, and I'm new to 3D programming too. I'm trying to use examples with my model that I'll be working with. They are from the book Character Animation with ...
bohdan_trotsenko's user avatar
4 votes
5 answers
2k views

How do I convert DirectX's .X from binary encoding to text encoding and back

As far as I know, .X format can be text encoded and binary-encoded. I basically want to look into the model I'm playing with, get a better understanding of .X, possibly make some changes in it and ...
bohdan_trotsenko's user avatar
4 votes
2 answers
7k views

2D graphics with Direct3D

I'm trying to work with 2D graphics using Direct3D 9, but am not sure where to start. Right now I'm using a texture as the "draw buffer", and drawing that texture to screen. For the simplest things, ...
Jamie's user avatar
  • 163
4 votes
1 answer
3k views

Vertex Buffer Sharing between DirectX11 and Directx9

In my d3d9 engine i want to take benifit of compute shader of d3d11. So firstly I created a vertex buffer in d3d11 with D3D11_BIND_UNORDERED_ACCESS and then tried to create the d3d9 vertex buffer ...
YAHOOOOO's user avatar
  • 143
4 votes
1 answer
10k views

Direct3D Error Code 80070057

I'm getting a failure returned when calling Direct3DDevice->CreateDepthStencilSurface(). But rather than returning one of the values that the documentation says it should return (D3DERR_NOTAVAILABLE, ...
J Junker's user avatar
  • 265
4 votes
3 answers
3k views

CreateRenderTarget returns 0x80070057 in big surface resolution

I have created the SLI merged desktop of three 1920x1680 monitors, so the desktop resolution is 5760x1080. There is a 0x80070057 error, while calling CreateRenderTarget to create the RT_Surface: <...
senggen's user avatar
  • 41
4 votes
5 answers
7k views

How to implement transition between screens

Last night I showed my game to my friends and they said it was a bit jumpy. The example he gave was in the pokemon games when a battle starts music plays, the screen flashes then pixels out then the ...
Skeith's user avatar
  • 1,287
4 votes
1 answer
611 views

Why is my DX9 render target restricted to 512×512?

When I use a render target higher in resolution than 512×512, I receive an image with black borders, depending on how big this texture was. Why is this? How can I fix it? Here's how I create the ...
Ocelot's user avatar
  • 1,433
4 votes
3 answers
3k views

What is the issue with my model rendering from .obj files?

Well I can clearly tell that what rendered is close to what I wanted, but there seems to be a few problems. The .obj files contained values like "f", "v", "vt". Image Of Problem: As you can see it ...
user avatar
4 votes
1 answer
2k 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 ...
HuseyinUslu's user avatar
4 votes
0 answers
133 views

Flicker when drawing multiple shapes over image based texture

I'm rendering video frames with multiple color filled shapes over it using SharpDx and D3D11. Rendering seems to be fine when just rendering the video frame and is as expected. Now if i draw a ...
Kartik150's user avatar
  • 163
4 votes
1 answer
930 views

Where do you put the game window in fullscreen mode?

My game, like most games, supports running in fullscreen exclusive mode. And I'd like to give my players the choice of which monitor the game will display on. In order to prevent the player from ...
Walt D's user avatar
  • 153
4 votes
0 answers
58 views

Combining two surfaces

I have two surfaces. One is the back-buffer, the other is a surface with some user-interface overlay graphics already rendered onto it. Both surfaces have identical properties (size, format...etc). I ...
Mat Matty's user avatar
3 votes
3 answers
8k views

How to implement marching cube algorithm for rendering clouds

I would like to render clouds using C#, directX9.0 using Microsoft.DirectX.Direct3D; using Microsoft.DirectX; Now I have roughly add and render the vertex as per ...
jhyap's user avatar
  • 141
3 votes
1 answer
578 views

D3D9 Effects- variable parameters

I've created some simple Phong shading code from a sample. The issue is that the sample only handles one light. If I wanted a variable number of lights set at the start of each frame, how could I ...
DeadMG's user avatar
  • 5,518
3 votes
2 answers
3k views

Implementing Geometry Instancing in DirectX

I have a project that I'm doing in Managed DirectX (DX9) where I want to render lots of grass. My current method (many draw calls) is slow, but I've heard Geometry Instancing can fix that. I know ...
davidweitzenfeld's user avatar
3 votes
1 answer
1k views

How does the Direct3D 9 rasterizer determine triangle coverage?

I'm working on a software rasterizer to use in my project. I have implemented one that works well, however, often my rasterizer under or overestimates triangle coverage. I need perfect emulation of ...
P. Avery's user avatar
  • 575
3 votes
3 answers
2k views

Constant size geometries

How can I display objects in a 3D perspective projection that look like as if their size does not change, despite of the camera's position? I am using DirectX 9.0. I know of PositionTransformed ...
kagelos's user avatar
  • 171
3 votes
1 answer
2k views

Does the latest DirectX SDK support both Direct3D 9.0c and 11?

1) What is the latest version of DirectX SDK? 2) For my purposes I need DirectX 9.0c SDK and DirectX 11 SDK. Do I need to install these libraries separately or last DirectX SDK package contains both ...
Edward83's user avatar
  • 388
3 votes
1 answer
1k views

Why do Pool.Default D3D volume textures take memory from my process?

I am working on a Direct3D rendering application that uses a lot of texture RAM. I notice that if I allocate a Pool.Default volume texture: ...
jdv-Jan de Vaan's user avatar
3 votes
2 answers
640 views

How to check Early Z efficiency on AMD GPU with Windows 7

I have a game using DirectX 9, and a development station using Win 7 x64. I am still able to get access to another station with Vista x64 / dual booted with WinXP x86. I wanted to check early Z ...
Suma's user avatar
  • 157
3 votes
2 answers
1k views

Clipping a windows draw area - Direct x 9 and c++ - 2D using D3D

DirectX 9, C++... Let me set the scene: I have a 16:9 image. I have a 16:10 screen. I want the 16:9 image to be drawn so that it is vertically centred within my 16:10 screen. My 16:9 image is 1920 x ...
Jimmyt1988's user avatar
3 votes
1 answer
2k views

How can I get the front buffer into a texture on the GPU? [closed]

I'm attempting to write a small screen capture utility that writes captured video to disk. First, I get the front buffer surface. I've written a shader that takes this surface and through render to ...
lapin's user avatar
  • 229
3 votes
1 answer
1k views

Converting ARGB surface to NV12 surface

I'm trying to use NVENC to encode some frames that I'm capturing from a game. I've hooked EndScene() and I can get the data from the backbuffer, which is in ARGB format. Unfortunately, NVENC only ...
David Davidson's user avatar
3 votes
0 answers
81 views

How can I simulate these two droplet? [duplicate]

Below is a two droplet merging together,in 2d. I want to simulate the behavior when I exert combination force(through mouse or fling force on touch screen) on one ...
zionpi's user avatar
  • 131
3 votes
1 answer
635 views

How do I render from one render target to another?

I have two render targets: a fake backbuffer; a special render target where I do all my rendering. a light render target; where I render my light fx. I'm sure I'm rendering correctly on both. The ...
Chaotikmind's user avatar

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