Questions tagged [directx11]
DirectX 11 is the primary graphics API for Microsoft platforms including Windows, Xbox One, and Windows phone.
777 questions
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3D Texture Only interpolates on Y-Axis
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 (...
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"DirectX will only draw polygons with an [X,Y] from [-1,-1] to [1,1] and with a Z from 0 to 1.", What does this mean and how to work around it?
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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Why does order matter in constant buffers?
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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DirectX 11 Compute Shader error DXGI_ERROR_DEVICE_HUNG
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 ...
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Terrain collision with sphere and OBB
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 ...
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DirectX 11 - Depth Stencil not working
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.
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Initializate float4x4 in vertex shader
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:
...
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How can I ensure my Direct3D 11 shader scripts are not visible to the user?
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 ...
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How would I implement render scaling in a DX11 game?
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 ...
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The texture blurs when the window size changes
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 ...
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How to use a large number of different textures with a shader?
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 ...
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How do I lower the resolution scale in DX11?
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 ...
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Access a ID3D11Texture2D in another thread
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 ...
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What API is used and not used when DirectX 11 feature level is less than 11_0?
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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How to use RSSetScissorRects with multiple rects?
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 );
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DDS load texture and cubemaps
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 ...
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DX11 How to guarantee rendering order using Deferred Context?
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 ...
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Normals transformation problem
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 ...
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SharpDX Y position inverted
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 ...
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Multiple Mesh Renderes with Matrices. (Direct X11, C#)
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 ...
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A question about SharpDx Colored Cube
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 ...
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Copying a ID3D11Texture2D created by one device without the D3D11_RESOURCE_MISC_SHARED flag to another device
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 ...
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Drawing triangles from 3D triangulation
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 ...
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How can I use a different upscaling method in dx11?
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 ...
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Merging multiple image with DirectX D3DImage best approach?
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 ...