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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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My understanding is that, in general, we can supply data to the GPU in some format (in D3D, as defined by DXGI_FORMAT_xxx) and it will be implicitly converted to ...
Benjamin's user avatar
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When employing texture arrays how does typically communicate the associated indices when rendering to batch as much work as possible per draw? The only approaches I can think of are: Supply texture ...
Benjamin's user avatar
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I'm decompiling a game's shaders with RenderDoc in an effort to understand them, and I encountered this segment: ...
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I have an effect that I want to only write to depth. commandList->OMSetRenderTargets(0, nullptr, FALSE, &m_mainDepthStencilDescriptorHandle.getCpuHandle()); ...
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I'm working on designing and animating the sky with a cubemap. The surfaces except for the "TOP" move in a way that follows each other. However, I could never figure out how to adapt the &...
cvaqabond's user avatar
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I'm encountering an issue in my Direct3D 9 application where horizontal lines appear at fixed 16-pixel intervals on a render target surface. Here's the setup: Environment: Direct3D 9, Windows, ...
Alex Veres's user avatar
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I have an arbitrary Clip Rectangle, ranging from -1 to 1 which was obtained by min/maxing vertices after projection. I want to cull triangles in a compute shader against this particular rectangle. ...
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I think I built my matrices wrong: ...
f1oating's user avatar
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I started studying DirectX recently and I'm developing an "game engine". For now I just want to draw a cube, but for some reason that I don't know why, it doesn't draw it at all. It's ...
RodX's user avatar
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I'm looking for a way to render html and css elements within an executable as an overlay. There are programs today made in electron such as Blitz or even the best known Discord. They do overlay within ...
robert's user avatar
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black4joss's user avatar
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Hoping someone might be able to offer some advice for an issue i am having. I am working on abit of a project, mainly for learning, which is loading and rendering graphics from an old mmorpg i used to ...
LogicalSE's user avatar
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I'm leaving a question because I ran into a problem while implementing screen space reflection. The way I do it is by sampling the position and normal map saved with deferred rendering, changing it to ...
user179368's user avatar
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2 answers
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I'm building a C++ based game engine, and I have my ECS complete as well as some basic components for stuff like graphics & audio. However, I'm currently using a custom interface on top of SFML ...
Spencer Rosas-Gunn's user avatar
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i need some help with mine vertexes. when i long story short when i implemented mine class for projection matrix. i got a shape that is not cube that i had. I have googled little bit and i find it out ...
mueoc mueoc's user avatar
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Suppose I locked DX9 mesh vertex buffer, and took one vertex: ...
black4joss's user avatar
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661 views

A lot of older games use DirectX9 which makes sense, however several modern games such as Sonic Mania, Terraria and Undertale all use DirectX9. Is there some benefit to using an older version of the ...
Auxy's user avatar
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My problem is a bit complicated. When doing ray tracing rendering, all data in the scene needs to be prepared. In addition to texture resources, each object to be rendered will also have its own ...
AshenvaleZX's user avatar
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I'm implementing an algorithm called Fast3x3 SVD on my compute shader. However, while I was debugging my compute shader in RenderDoc, I noticed some assignment operators were completely getting ...
ThisAccountIsForGameDev's user avatar
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This question is about planar shadows as explained in Frank Luna's DX11 book. The author presents the 4x4 shadow matrix, whose bottom right element is n\$\cdot\$L (where n is the plane's normal and L ...
Daniel's user avatar
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Let's say I want to enable debug layers for a Direct3D 12 renderer, for which I need to create a ID3D12Debug object. Problem is, there are 6 different version of ...
marked-off-topic's user avatar
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I noticed that composing frames in a big texture will consume more RAM rather than having 1 frame per texture (or sprite if you would like). The renderer is SDL2 backed by Direct3D. Is there any ...
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I think I got the main idea of shadow cascades but I have misunderstanding of transforming shadow cascades using matrices for getting correct a result. I understand it this so Define shadow cascade ...
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I studying DirectX blending. Please explain what is Src and Dest. For example I have drawn scene - it's Src as I suppose. And on this scene I now puting box - it's Dest in blending, as I guess. And I ...
black4joss's user avatar
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I am trying to implement a program in Direct3D 11 which uses techniques like deferred shading and shadowmapping, but when I create my gBuffers, the position looks strange. After researching a bit I ...
Charlie.Q's user avatar
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This code is DirectX 9, software rendering. I have next piece of code to simple draw textured cube (see below). Cube geometry draws correctly, but texturing is affine - with distortions (my cube is ...
black4joss's user avatar
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2 answers
243 views

This question is about the licensing of DirectXTK. Is DirectXTK12 free for commercial use? I ask because I use it in my project, and I may want to go commercial in the future. If it is not, I'll ...
Preciado's user avatar
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I'm new to DirectX and I feel like I killed Google search but still cannot find information about the difference between these: Immediate context + Command Lists Immediate context + Deferred context (...
Sergey Sharpov's user avatar
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When trying to re-create my vertex buffers, my app crashes and I get this error: D3D12 ERROR: ID3D12Resource2::: CORRUPTION: An ID3D12Resource object (0x000001DDEBA98FC0:'Vertex Buffer Default ...
coulomb's user avatar
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I am using MonoGame 3.8.1.303 with Windows/DirectX. I am just rendering a TriangleList using DrawIndexedPrimitives, but I am ...
codymanix's user avatar
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I'm trying to implement depth peeling onto a 2D texture array, where each array slice corresponds to a depth layer. In order to do this, I'd like to draw to subsequent array slices of this texture, ...
user722227's user avatar
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I have an assignment where they ask me to calculate Vector Right and Vector Up, it's for a camera creation using C++ and DirectX. For the Vector Right, they specify I should use 90-yaw, so I got: \$ ...
Nicoalejo's user avatar
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I have read: https://learn.microsoft.com/en-us/windows/win32/direct3darticles/dxgi-best-practices#multithreading-and-dxgi https://learn.microsoft.com/en-us/windows/win32/direct3ddxgi/d3d10-graphics-...
Peter's user avatar
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I am getting a problem when trying to draw a texture on the following hardware (configuration 1): ATi Radeon RX 6600 XT Screen (OS Windows 11): I have other hardware (configuration 2): nVidia Geforce ...
Range's user avatar
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I know we need to get the inverse of transformation matrix first to get the coordinate relative to other frames. Explanation is in this video. I am reading directx11 book. And the following ones are ...
yldbear77's user avatar
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The background of the question is, does it make sense to introduce an if case when drawing a mesh for whether there is instancing or not? This is using DirectX 11 ...
thalm's user avatar
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My gf has an Xbox One, and I wanted to surprise her with a custom Xbox One game. Are XDKs still being retailed? How much do you estimate the cost? How old do you have to be to purchase one? I'd ...
Landen Ty's user avatar
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I'm programming a rendering engine, and I'm considering whether on not I would need to implement the availability to call D3D11CreateDevice() multiple times to get ...
Gijahara's user avatar
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I a previous post (Scaling and offset problems with screen space reflexion in DX11) I was fnally able to produce SSR with several methods (ray marching/McGuire/Mirror like). These techniques have all ...
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I've tried looking for tutorials or samples related to the topic - but all that I could find are either scientific papers or vague posts on forums. As I understand it - I need to dedicate a whole pass ...
krz's user avatar
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1 answer
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I created a simple shader, and it compiled, but when using the vs as input layout, it failed with CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE. I don't know why. ...
Xinggang Li's user avatar
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1 answer
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I am using the directxtk contentexporter to convert a a fbx file with animation to sdkmesh. The fbx file is exported from blender, it includes an animation using model bones. After exporting to fbx, I ...
r m's user avatar
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I'm starting to see how to do multiview rendering from different view in one pass. This needs D3D11_FEATURE_DATA_D3D11_OPTIONS3 to be checked but the D11 sdk 11_0 don't know this flag and after a web ...
philB's user avatar
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1 answer
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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 ...
T. Elliott's user avatar
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1 answer
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I have written an obj parsing function and the result of his parsing can be drawn correctly. But if the uv is not generated by default by the modelling software, he will have problems with the uv. I ...
BoomBac's user avatar
1 vote
1 answer
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I'm dropping a object 1353 feet from a building. I can get the time(t) it lands with manipulating the total displacement of a object(/\x). Gravity is 32 feet/s^2 While doing physics, kinematics or ...
terry's user avatar
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2 votes
2 answers
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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 ...
Kyto's user avatar
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I've just implemented a simple algorithm to calculate terrain vertex normals and I'm using diffuse and ambient light currently, but for some reason the squares that make up my terrain are visible when ...
Rafael Ferreira's user avatar
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i want to read bone's weight but shader can't read data this is my vertex type ...
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