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.
229 questions
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Horizontal Lines artifacts on Direct3D 9 Render
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, ...
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Error in directional light shadow projection matrix
I have VC++ code for DX9 that draws shadows perfectly.
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How to remove the influence of a region of a texture, using texture stages?
I created a 512x512 shadow texture, and I don't want to render the center part on my Terrain. Can something like this be done? I didn't find anything on the internet about this
(Example as in the ...
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Shadow rendering through wall
In our game, shadows generated for dynamic objects through a shadowmap render on the wrong sides of walls.
Here you can see the issue: In the top right corner you see the shadow from a box I placed on ...
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How to include a FX shader to my game?
I have an old game source from 2004, the game runs DirectX9, and I want to improve the graphics.
I downloaded NVIDIA FX Composer 2.5, and I created a “...
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Rendering differences between ps_1_3 and ps_2_a
I am trying to update a shader from ps_1_3 inline assembly to ps_2_a HLSL. However the HLSL shader causes things to render ...
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DirectX 11, support for Font drawing
I have recently started to work with DirectX 11 and 12, I am using Microsoft Visual Studio Community Edition. I am under a 64-bit machine. I am currently rendering a frame with background and a window ...
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How to perform alpha blending on saved raw argb videos(a image and a video will also work) using direct3d9 , direct3d10 or direct3d11?
I'm trying to perform alpha blending on videos using direct3d11. I've wrote the code snippet below to achieve this. I've tried to read the video file out2.argb frame by frame and store it in the ...
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Directx9 - Generate mesh from vertex and index buffer
I've got a single vertex buffer and an index buffer for a cube in Directx9. I now want to generate a LPD3DXMESH object from them, so that I can manage mouse picking and other stuff with the cube ...
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Which DirectX Version to use for a low poly game?
Which DirectX Version (10, 11 or 12) is recommended to use, if you want to have a low-poly game with shaders, shadow and aliasing. But not normal or height maps. Moreover my question is, because once ...
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Why does my palette swapping code in D3D9 not have any effect?
I want to do palette swapping in my game, in a fast way and without shaders, so I couldn't replace pixels in a texture, then I tried to use the SetPaletteEntries and SetCurrentTexturePalette method, ...
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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.
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Direct3D - ways to retrieve world position from depth buffer without matrix information
For an existing game (VBS3) I'd like to write a plugin which exports all the rendered pixels with their world position (basically something like a LIDAR point cloud).
Actually I don't need the ...
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239
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D3D9CAPS gives unusual maximum shader instructions value
I'm trying to implement a vertex and pixel shader on a piece of hardware we're developing a game for which uses the DirectX 9.0c runtime. The shaders are for boned mesh animation and is a bit more ...
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463
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Retrieving DirectX9 Shader Input Parameters (vertex Input Layout)
Is it possible to retrieve the vertex input layout from an effect file in Direct3D9?
In Direct3D11 I can achieve this by using
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Is the 'partially checked' build sufficient to run the debug version of Direct3D 9?
To run Direct3D 9 in debug, it is necessary to "install a 'checked' version of the OS".
The checked version of Windows comes in both full and partial flavors. It seems that the partial version is ...
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329
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Texture with D3DUSAGE_RENDERTARGET failing to release before IDirect3DDevice9::Reset
Creating the texture:
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Standard unit value for 3d game character height?
Basically I'm building a first person shooter game using DirectX9. And now, I'm working on the modeling side. But before I start modeling, I have to make sure that I create all the models with ...
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D3DXLoadSurfaceFromResource failed to load bitmap image
I'm working on a small DX9 game project for learning purpose. I'm current dealing with resources manager file (*.rc) which I'm not used to (I have only worked with direct file until now).
If I use <...
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342
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Linear gradient shader ( Photoshop-like)
I'm searching a way to implement a linear gradient shader that behaves as the linear gradient in Photoshop (only the vertical case is necessary). It will be applied to 2D sprites.
Currently I'm ...
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808
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Why when releasing a DirectX Texture it fail
I have an instance where a class creates a DX9 texture via
...
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363
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How to render IDirect3DSurface9 in my window?
I have some code that captures the screen and save data into a surface.
g_pDirect3D_Device->GetFrontBufferData(0, pSurface);
All is ok, now I want to display <...
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How can I render to texture in single mip-level?
I'm trying to implement Hi-Z Screen-Space Cone-Traced Reflections using Direct3D9. I already know how to render to specific mip-level texture using Direct3D11, but not using Direct3D9.
Has anyone ...
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588
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Texture being stretched when using D3DTADDRESS_CLAMP
I'm trying to create a skybox using a cube and using one of this textures: http://forum.unity3d.com/threads/mundus-skybox-pack-01-released.202748/
I've got it working well, but I noticed there are ...
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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 ...