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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 was working on this idea of drawing a cone rotating on the y axis with a parametric equation, using a compute shader with a function like: ...
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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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I'm trying to render a cone at the gpu for some effects. I'm using the parametric equation provided here. I ended up with the shader below intended to work with an unorderedaccessview target (DX11). I'...
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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 have already done someting like this for texturecube but here I don't understand what I'm doing wrong. I have the first chance exception error message. Below how I proceed: create a texture for ...
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In my engine I have the possibility to switch from isometric or first person camera, with a far/close camera point of view. In isometric mode the camera point of view can also be in either the -X or +...
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I have added cascaded shadows to my pipeline. The whole process seems to works fine as shown in the picture. But I should obtain a progressive “zoom” from the first cascade (red) to the last (blue) ...
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SampleCmp can be used with texture having only a red channel (typically depth texture) or on texture having R+other channels but reading only the red channel. I'm storing two depths in RG channels and ...
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In a part of my level I have shadows close to the camera where a good blur is important. Currently I have implemented a 4x4 PCF, thus requiring 16 texture samplings. I'm trying to see if the ...
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I am facing some difficulties with the use of a cubemap shadow associated to a poinlight (represented as the yellow bicone in the picture). The shadow map itself is generated properly (see picture). ...
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Following my post Saving shaders to file I then tried to load shader object files to recreate my shaders. I found some Q&A about how to load precompiled HLSL shaders into memory, including a short ...
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I'm in the process of writing saving/loading function for my little game. I'm willing to save the shaders as resource as I did for texture and meshes. I have a _SHADER struct that contains the VS/PS ...
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I am trying to send video data from Dolphin Emulator to another process. To do so, I first get a reference to the back buffer from the swap chain. ...
Emre Tekmen's user avatar
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I think I built my matrices wrong: ...
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I've setup cglm from a wrap configured with Meson, and have copied one of the samples from https://github.com/floooh/sokol-samples/tree/master (cube-sapp, to be exact). I've tried to replace sokol's ...
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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 following a bunch of tutorial series on how to set up Direct3D 11 for 3D rendering, I'm focusing on the swap chain part for now. The main tutorial series I am following is the one by PardCode on ...
whitecloth's user avatar
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I saw Lazy Foo using OpenGL & GLSL in SDL, but I want to use DirectX 11 & HLSL in SDL. Is there a way to do this, and how?
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I'm trying to get a very basic Compute Shader to write to a Texture2D and render its result to screen. so far I have written this code to bind UAV to Texture2D and pass that to my Compute Shader. but ...
NotAlfred's user avatar
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I have a protocol to prepare with a combining shader a texture from two other textures and saving it in RGBA8_UNORM DDS format using DX11SaveTextureToFile. Works fine. It appears to me that I don't ...
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I have this situation where I would like to use a R16G16 (or 32) float RTV, write on the R channel at start and update only the G channel each frame. Is it possible to clear the RTV in a way the R ...
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I'm adding a rain effect in my pipeline in forward mode. I'm rendering a reflection map used to mirror the scene on a "wet" ground. I have raindrops rendered as circles with an animated ...
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I have been working on an Infinity Grid shader for my engine. It was already implemented to Vulkan’s GLSL, so it worked great with OpenGL’s (4.6) GLSL. Here's a reference. This basic shader with ...
Kenny Tutorials's user avatar
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I'm rendering in forward mode my scene with its depth buffer and because I'm using animated characters I'm plannig to find a way to use multiple rendertargets to do the directional shadow pass at the ...
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I am currently attempting to incorporate animated models in my game engine, using Assimp to load the models. I can load and render the static model just fine, but when I try to enable the animation, ...
Tenebre'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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I'm working on a Unity native plugin that runs a gstreamer pipeline in the background, decodes it using hardware decoding, then copies the texture over to a render ...
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I created a cubemap for skybox, but there were problems with displaying UV for it. when I appear in the world, everything looks fine as it should, BUT when I approach one of the sides of the cube, its ...
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I have this situation where I have parts of the same scene in each 4 half squares of a rendertarget rendered with the same view projection matrices. In my deferred pipeline I would like to sample with ...
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I would like to use a texture that could have more than 4 channels. I have seen a post where they use a single channel R8 texture to store string chars. I'm thinking of using something like that with ...
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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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I have a problem with converting my pixel shader to compute shader. The error is in this piece of code: ...
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I was trying to use a texture as a variable in my shader (DX11 VS/PS 5.0). Can't get it. I have recently find this piece of code here where a texture is passed as a function parameter. Is that ...
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I’m working on a project to display molecules with DirectX that I’m updating regularly to add visual effects. The one I’m working on is simple: display a flat transparent hexagon that match a ...
philB's user avatar
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I am writing this functionality in DirectX to rotate cube using the mouse. Now the functionality is working perfectly fine when the cube is sitting straight, but mouse functionality is reversed when ...
technoid'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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I need to import a BCn image without any existing libraries. Thus, I have to write my own reader. This has gone fairly well so far for BCs 1-5 (don't need BC6), but now BC7 is causing a problem. As ...
Sir Teatei Moonlight's user avatar
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I’m working on some home-made menu stuff under DX11. I’m creating the rect menus at start all located at position 0,0. Each menu contains some lines of options. Everything is created as transformed ...
philB's user avatar
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I have 4 rendertargets R10G10B10A2 each being used to store color and normal in a compact double RGB 555 bits format. When I'm doing the lighting pass I'm obliged to have extra rendertargets because ...
philB's user avatar
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I've run into an issue when trying to write a simple rendering program in D3D11. I'm 90% sure it's to do with some faulty matrix multiplication or generation, but I've tried debugging the values of ...
vK 3 1 RON'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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After lot of efforts I have an almost nice shader doing SSR with HiZ. The shader is provided below. Some parameters are tunable and you can speed up things but the difficulty in my scene (picture) are ...
philB's user avatar
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3 votes
1 answer
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My Win32/DirectX 11.1 project requires that I render the mouse cursor myself rather than use the system cursor. This is easy enough; however, I've found that there is a human-perceptible latency when ...
Matthew Elkins's user avatar
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I have just been reworking my rendering pipeline. There is an issue I had noticed cropping up during this work but now its become constant and I cant figure out the cause. Every call to ...
dark_kosh's user avatar
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I have been using OpenGL and Directx11 extensively for my engine. The thing is, when I wanted to support DX12 or Vulkan, I realized that they collect all the state data in one place, removing the ...
Barış Üçkardeş's user avatar
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I'm on the way to add HiZ to my SSR protocol as explained here I would like to use generatemip, but can't find how to select sampled pixels based on a min value ...
philB's user avatar
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1 answer
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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'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 ...
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