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Questions tagged [directx11]

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

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I'm having trouble wrapping my brain around what actually is the issue here, but the sampler I'm using in my volume renderer is only interpolating the 3D texture along the Y axis. I roughly followed (...
Trevor's user avatar
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7 votes
2 answers
3k views

I've been following the D3D11 tutorials on Rastertek to expand my knowledge on rendering which I will need as I want to build my own engine, as a hobby. After finally getting a model to be rendered ...
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I have a rather peculiar question remaining after solving most of my own question on StackOverflow. When creating the constant buffers used by my shaders, I've learned that the order of variables ...
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I am trying to use a compute shader for ray picking technology. My shader accepts: vertex buffer of all models index buffer of all models a buffer of transformation matrices of all models Offset ...
Range's user avatar
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I'm implementing my physics engine for my 3D game. So far I've been able to implement collision detection between OBB, spheres and planes. The engine generate contacts and resolve them with an ...
Luca's user avatar
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I'm currently working on a game for university in DirectX 11. I have tried to add in a depth buffer to my project, but since adding it in none of my objects show. ...
ANullPtr's user avatar
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Forgive me for my English. I am trying to create a 4x4 matrix in vertex shader, but it is not initialized correctly. Why is this happening? Vertex shader: ...
Range's user avatar
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1 answer
411 views

Right now for my engine, I rely on pixel and vertex shader script text files that I load and compile when I need them. What I am wondering is, how can I store the shader scripts so that they are not ...
Hermetix's user avatar
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1 answer
1k views

I would like to implement render scaling that could render a scene at a certain % of the window resolution. How would I do this? I've tried resizing a number of things, then resizing them up or down ...
David C.'s user avatar
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When i change window size to big size, texture becomes blurred. When window is small, texture is normal. Anisotropic filter is used. With point filter Without mipmaps. Back buffer == desktop window ...
Artem Rachmaninov's user avatar
1 vote
1 answer
287 views

I need to be able to compile an ".hlsl, .fx" shader in my DirectX app. The issue is that, with the code below, I can only specify 6 textures by their default path directory. I don't want ...
m doe's user avatar
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270 views

I've tried a lot of things including lowering the backbuffer size but that causes terrible scaling that I can't really control. I've also tried rendering the scenes to a smaller texture then scaling ...
David C.'s user avatar
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I created a ID3D11Texture2D texture on a thread with DirectX graphics and I passed its pointer to a worker thread. I'm assured that the creator thread will no ...
user3834459's user avatar
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Currently, I am programming a DX11 engine using feature level 11_0+. I am wondering if I wanted to extend support for DX10, and DX9, what else would I have to do differently? If I make the feature ...
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I try this and work only first rect. D3D11_RECT rc[2]; rc[0] = {0, 0, 16, 16}; rc[1] = {32, 32, 64, 64}; m_d3d11DevCon->RSSetScissorRects( 2, rc );
Artem Rachmaninov's user avatar
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1 answer
1k views

I'm trying to render a skybox with a cubemap on it and to do so I'm using DDS Texture Loader from DirectXTex library. I use texassemble to generate the cubemap (texture array of 6 textures) into a DDS ...
Luca's user avatar
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490 views

What techniques are used to guarantee rendering order (back to front) when you have more than one deferred context? My original idea was to manually remap the Command Lists, but it seems like this is ...
Mike5050's user avatar
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I am working on my first Direct3D game and even after many days of searching Internet and experimenting I can't figure out how to work with normals properly. As a result, the lights are not working ...
Jan Pazdera's user avatar
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428 views

I am currently drawing objects and it works perfectly, when i make x bigger the objects go right and when i make x lower they go left perfect, but when i make y bigger the object goes down and when i ...
Maze's user avatar
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1 vote
1 answer
150 views

im just confused: Im trying to render 2 cubes instead of one. So in my main class i have my WORLD matrix. Then if i render the mesh the camera is multiplying all matrices with the ...
Kerbo Games's user avatar
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1 answer
276 views

Recently I start to study SharpDx, so I am a newbie for it. I try to create a cube which has difference color on each vertex such as the picture below. However, what I created after my coding is ...
tedyage's user avatar
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1 vote
0 answers
2k views

I'm writing a native plugin for Unity that is responsible for presenting the rendered Unity scene in a separate window with its own swap chain and an associated device and context all owned by the ...
Papouh's user avatar
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1 answer
99 views

I'm trying to trianglulate 3D Points using DirectX11, so I triangulate 3D points then I try to draw triangles, the outcome of triangulation is std::vector, each Tri has a,b,c 3 values. I don't see ...
andre ahmed's user avatar
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1 answer
498 views

I need to upscale images using the 'box' scaling algorithm as the pixel art textures in my game don't scale well with bilinear because of the blur. Either that, or use high res pictures which would be ...
David C.'s user avatar
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I'm currently rendering up to 6 images (7440 x 7440) together via a series of colorizing shaders (one each image) and then merging shaders (5 to merge colorizer result). I'm not getting the ...
Reaper's user avatar
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