Questions tagged [directx]

DirectX is a set of multimedia APIs from Microsoft aimed primarily at game developers. Popular APIs within the DirectX collection include Direct3D, XInput, and XAudio.

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SSAO and normal issues

I'm using a SSAO alghorithm called "SAO", seen here: http://graphics.cs.williams.edu/papers/SAOHPG12/ I'm currently having issues with "smooth" normals, for example when using normal/height maps. To ...
7
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560 views

How to link assimp lib to universal app

I cannot make assimp object loader work with universal app, and I got the same problem as this one: Assimp and directX12 universal apps I tried the static library approach mentioned in the answer of ...
6
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0answers
106 views

How many Pipelines in a Typical Rendered Scene DirectX12

I'm learning DirectX12 right now and I'm missing a few pieces of the puzzle in my own head on the overall structure of how you would setup a game. Specifically, I'm trying to get an idea of how ...
6
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2answers
2k views

Reading from a staging 2D texture array in DirectX10

I have a DX10 program, where I create an array of 3 16x16 textures, then map, read, and unmap each subresource in turn. I use a single mip level, set resource usage to staging and CPU access to read. ...
6
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1answer
570 views

Why does writing to a D3DFMT_R32F render target clamp to 1?

I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format. For each mesh, ...
6
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2answers
633 views

How to display unicode text in monogame?

I'm looking for ways to draw any characters that may be entered in any language, on any keyboard, so that I don't have any trouble with limited language support in a monogame project. So far I've ...
4
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0answers
116 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 ...
4
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0answers
629 views

DX11 CreateTexture2D

When i want to load texture i can either call CreateTexture2D without passing pointer to texture content passing Default usage and call ...
4
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0answers
50 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 ...
4
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1answer
616 views

Fog shader camera problem

I have some difficulties with my vertex-fragment fog shader in Unity. I have a good visual result but the problem is that the gradient is based on the camera's position, it moves as the camera moves. ...
3
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0answers
55 views

How would one get the pixel value of a texture under the cursor?

I have a requirement to detect which pixel of a texture is under the cursor in the 3D world. I assume that Ray casting is involved however, after that I'm not sure how one would accomplish this. Can ...
3
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0answers
302 views

Reading depth buffer result in only two values

I am attempting to add an SSAO post processing shader to my deferred rendering engine. I am running into problems with reading from the depth buffer. In the images linked below you can see the depth ...
3
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0answers
276 views

Texture Mapping to procedurally generated geometry

How can I calculate texture coordinates of such geometry? The angle shown in the image (89.90 degree) may vary, therefore the geometry figure is changing and is not always such uniform.(maybe like ...
3
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0answers
420 views

Subsurface Scattering - Transmittance

I have a question related to SSS and especially transmittance. I've looked at several papers about that topic, most of them from Jorge Jimenez, which are very interesting and, I admit, a bit hard for ...
3
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0answers
153 views

Perspective division by zero yields unexpected results

Usually, this is how a shape in clip space is defined: [0.25, 0.25, 0.0, 1.0] [0.25, 0.75, 0.0, 1.0] [0.75, 0.75, 0.0, 1.0] [0.75, 0.25, 0.0, 1.0] After ...
3
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0answers
331 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
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0answers
1k views

How to correctly synchronize a shared surface?

I am trying to share a direct3d9 surface between two processes. One process (let's call it A) writes to the surface, and the other (B) displays it on screen. Currently, process A does a StretchRect of ...
2
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0answers
167 views

Import Quaternions from a different coordinate system to perform an animation (DirectX to 3ds/Maya)

I'm working on a tool to import a biped from a DirectX engine that uses Left-handed coordinate system to 3ds Max that uses a right-handed one. I managed to achieve the initial positions of the biped ...
2
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0answers
107 views

DirectX 11 - Problem with low resolution decals

I'm trying to add a decal system in my DirectX engine but i'm facing some problems with the quality of the textures projected. Every other no decal texture look fine, but these ones look really bad. ...
2
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0answers
349 views

RWTexture3D in Compute Shader on Intel HD 4000

I'm having some weird issues running a Compute Shader with DirectX 11 on an Intel HD 4000 GPU. The goal is to write different shapes into a DXGI_FORMAT_R32_FLOAT 3D Texture with a size of ...
2
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0answers
2k views

How to rotate a 3D instance using an HLSL shader

I'm experimenting a little with HLSL shaders. I have the following code for a vertex shader, it is used to render a few instances of a 3D model. Let's say I want to rotate these instances on their Y ...
2
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0answers
580 views

Directx 11 full screen

I build simple directx 11 application in c++ that draw square to screen. Also check in the end of the program when I close the last peace of directx the number of free reference. This work great in ...
2
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0answers
340 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 ...
1
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0answers
13 views

My triangle disappears when multiplaying by my perspective projection matrix

Whenever I multiply my transformation matrix, which is passed to the shader via constant buffer, my triangle disappears. Here is the code for the passed matrix: ...
1
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0answers
90 views

HLSL DXGI_FORMAT_A8_UNORM Texture - dark colors appear less opaque than white

I am trying to render a DXGI_FORMAT_A8_UNORM texture (precisely, a font bitmap) in multiple colors by specifying the color per vertex and then apply the alpha value ...
1
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0answers
42 views

How do I get the proper swapchain enumeration for getting the backbuffer?

I have code that I'm trying to update from DirectX 8, and so far I have been doing just fine until I reached this line of code: ...
1
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0answers
479 views

Why are committed resources better than placed resources?

This NVIDIA document regarding dos and don'ts in DirectX 12 states the following: Use committed resources where possible to give the driver more knowledge This allows the driver to better ...
1
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0answers
258 views

Is there a quick-reference card for HLSL (DX9 or DX11)?

Does anyone know of a DX9 or DX11 counterpart to the GLSL quick-reference card from Khronos? The GLSL card is pages 8-11 here, and lists preprocessor directives, operators, types, and builtin ...
1
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0answers
178 views

What's wrong with my normal mapping, and how can I fix it?

I'm trying to implement Normal Mapping in Directx and I'm very close to creating it but I'm getting these weird black colors on some objects. This is how it looks like without the Normal Mapping: And ...
1
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0answers
99 views

dx Shader Model 3.0 break, continue, and loop attributes not recognized

I've been stuck on this problem for just too long. Long story short, the compiler returns "syntax error: unexpected token" for break, continue, [loop], [unroll] and pretty much every other attribute. ...
1
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0answers
61 views

Why do I are my quads outlined when rendered?

I have a 3x3 quad wall I am rendering to. I render to a 3x3 because the complete image exceeds the maximum single texture limit. So I've cut the image into a 3x3. The issue I'm having is that when ...
1
vote
1answer
2k views

Direct3D 12 can't create a swap chain

I'm learning DirectX12 and I'm trying to create a simple application that clears the screen with a solid color, but I'm stuck in Direct3D initialization. I can't create the swap chain and the ...
1
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0answers
45 views

Can sampling an input texture in shader return values updated in same pass?

In my hlsl, (I am using Direct2D helpers which I guess just call tex2D), can D2DSampleInputAtOffset() return a pixel value that was only updated in that same pass ...
1
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0answers
427 views

Directx D3D9 fails to render a primitive on a RenderTarget surface

So for some reason DrawPrimitive() doesn't seem to work with my render target surface. ...
1
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0answers
193 views

Automated animation retargeting

I am currently developing a video game using my own game engine I develop at the same time. While making a good progress in the past months, I am currently stuck. I assume I only miss a minor thing, ...
1
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0answers
60 views

Controllable color blending?

I'm relatively new to color blending in DirectX, and I'm hoping there is a relatively simple answer to this question. I am targeting Direct10.1. What I am trying to achieve is colour blending of two ...
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0answers
43 views

Light intensity on plain from angle

Given a vector (v) for the direction of light and a vector (n) for the normal of a plain. How can I calculate a rudimentary intensity value (i) where ...
1
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0answers
522 views

How to draw SharpDX 2D Bitmap Outline

i want drawing bitmap outline Now Drawing ...
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0answers
103 views

Translate D3DXMatrixLookAtLH to Unity compatible code

I am currently trying to port a really old Game (I have the source of it) to Unity as a fun project. And I'm currently stuck with the object rotation techniques in Unity compared to the ones used in ...
1
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0answers
839 views

Why does reverse depth buffering provide more precision? (with DXGI_FORMAT_D24_UNORM_S8_UINT Datatype layout)

I lately came around methods optimizing the use of the depth buffer, as the easiest solution reverse depth buffering is mentioned but I cannot wrap my head around why I would be gaining a better depth ...
1
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0answers
327 views

Cannot obtain correct bone transform matrix data

I tried to obtain bone transform matrix for animation implemented with Directx11 and FBX sdk. I found this function in some web resources: ...
1
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0answers
869 views

Loading FBX Files into a DirectX 9 Application

I'm having an extremely difficult time trying to convert an FBX file into a format that can be used with DirectX. I've read a lot of articles on forums all over the internet and have followed ...
1
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0answers
201 views

Direct3D11: Directional Shadow Maps

I've recently implemented shadow maps on my project. However, I'd like to add a feature that allows the light direction to be dynamically changed, so that the terrain can be viewed using different ...
1
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0answers
78 views

Applying two Vertex shaders on two models with the same pixel shader

I want to apply two HLSL vertex shaders on two different models but with the same pixel shader. What I've done is wrong but I don't know how I can use both vertex shaders with one pixel shader (and I ...
1
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0answers
219 views

What is Purpose of pIntermediate in UpdateSubresources?

DX11 used ID3D11DeviceContext::UpdateSubresource but now DX12 seems to use a new method UpdateSubresources. I think I can figure out most of the differences between these two functions but the ...
1
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0answers
52 views

DirectX 9 Light projection

I am trying to see changes of component 'z' from light space. In vertex shader component 'z' divide 'w' is not 0. But after sending float4 with texcoord1 to pixel shader its 0. All matrices are good. ...
1
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0answers
130 views

Is it normal in skeletal animation to NOT consider the translation component in bone transform matrices?

I'm using assimp to load a model, and DirectX11 and DirectX ToolKit to render it. In the document of DirectXTK's IEffectSkinning, it says: As an optimization, SkinnedEffect and DGSLEffect assume ...
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0answers
214 views

Set Render Target usage

I am using Unity and I have some difficulties about understanding the way Set Render Target works and how it can behave with the shaders. Is it possible to render a shader pass in multiple render ...
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0answers
133 views

Simulating sun 3d direction

At the moment I got the following to simulate the suns direction: ...
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0answers
387 views

OpenGL textureGather and DirectX gather

These functions sample multiple RGBA pixels but return only a single component. OpenGL: https://www.opengl.org/sdk/docs/man/html/textureGather.xhtml DirectX: https://msdn.microsoft.com/en-us/library/...