Problem With Hlsl Of Blur
Im trying run some shader of blur in my game, but nothing happen and the render be normal, without blur.. HLSL Code: sampler ColorSampler1 : register(s0); #define SAMPLE_SIZE 15 float2 texelSize =...
View ArticleHow To Perform Matrix Dot Product On D3Dx9?
http://www.mvps.org/DirectX/articles/math/dot/index.htm Is it possible to do dot product on a vector with matrices in D3DX9? I am trying to convert this project into C++ equivalence......
View ArticleHeight Map Through Compute Shader, Need Some Pointers
Hi all, For about 2 weeks now I've been struggling with an exercise I can't figure out so far. Here's the goal, in short: - render waves through a vertex and pixel shader -- where the height of the...
View ArticleDirectx And Multi-Platform Games
Hello, I was just wondering about how is it possible to make a Multi-Platform games in DirectX, which is possible in Xenko Game Engine for example. I thougth that C# and DirectX are targeting for...
View ArticleBlend Indices Are Empty After Migrating To Monogame
I am migrating an XNA 4 project to MonoGame. I have a problem with a skinned shader, the blendindices have zero values when passed to the vertex shader. I have used colored pixel debugging to determine...
View ArticleCreate Dx Texture
D3DX11CreateShaderResourceViewFromFile can't work for some picture format , so I want to use open source loading lib to replace the api. Who can share some useful light weight open source texture...
View ArticleMy First Constant Buffer, What's Wrong?
Hi all, I've starting moving from effects11 to managing things myself, also getting rid of the deprecated effects11 library. First stop: constant buffers. Here's what I'm trying to do: - create...
View ArticleTranspose World Inverse Transpose?
Hi all, Just a short question. I'm moving away from effects11, first adding manual CBuffer managing. I've learned that you need to transpose all matrices before you send them to the GPU. This all...
View ArticleText Rendering In D3D11/12
Hi community! I about to start text rendering implementation. I am going to use it for: 1. Rendering current player’s health, ammo count, … 2. In near future - debug information. 3. In the...
View ArticleConceptual Question On Separate Ps/vs Files
Hi all, During my journey to go away from effects11 to own shader management, there's something I don't understand. Effect files/FX: - contains vertex and pixel shader (functions) - contains constant...
View ArticleBackground Command Lists Generated On Execute?
I had muted resource creation in the debug spew for a while and recently turned it on again. I noticed on ExecuteCommandLIsts that a bunch of new command lists get created and destroyed for some...
View ArticleBuild View Matrix From Quaternion
Hello, Recently, I have switched from euler angles to quaternions. For this reason, I cannot use the D3DXMatrixLookAtLH function anymore. So, I'm trying to build my View Matrix from scratch, but...
View ArticleRendering 3D Over 2D
I'm trying to render 3D over 2D in Monogame, but can't figure out why it won't work! Here's the drawing callback: /// <summary> /// This is called when the game should draw itself. ///...
View ArticleDx11 Createtexture From Char*
who can show sample to use CreateTexture2D . I have loaded texture by a non-DirectxTex loader to byte array.
View ArticleResetting States In A Data-Driven Renderer
I was reading about data driven renderer architecture and it was states that you'd submit a "drawcall" that has all it's necessary states selfcontained. But they also stated that you'd reset all states...
View ArticleDirectxtex; Unresolved External, Lib Needed?
Hi all, I've tried to replace D3DX11 texture loading by using Directxtex, advised by microsoft So far I thought I could just download the .H and .CPP files, place them in a folder which I include in...
View ArticleHow Long Will Directx Last For?
I have done some work using Directx7 and Directx8. I have heard that directx is backward compatible. So, how long can we expect Directx to last for? Thank you, Josheir
View ArticleIs Xna Still Required If I Migrate From Dx9 To Dx11 Using C#?
I notice there is a package called XNA that used to be required to run games on windows 7 platform with DX11.... I think it's a SDK package, but sometimes, when running certain games, the game fails to...
View ArticleArticle On Texture (Surface) Formats?
Hi, Does anyone know of a good article on the different types/ formats of textures that can be used? This sounds quite general, but I mean topics like these - file formats, i,e. TGA vs DDS (pro's and...
View ArticleCompiling Hlsl - Shaders In Vs 2013
Hi, Just a short one regarding compiling of HLSL files/ shaders within Visual Studio. To be able to compile a HLSL/ shader file as a part of your project, you have to define (at least) 2 things for the...
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