HTC Vive
Hi, I'm wondering how to use one of the current available VR tools like HTC Vive in own applications. Unfortunately the websites and explanations are not really clear for me. I always found stuff for...
View ArticleHow can we properly separate UI thread from rendering/logic thread
Hi Guys, I am sorry if you feel this topic should be in another forum. But since it's only in windows, I guess here may be a good place to ask for it. So the thing is I have a DX12 application need...
View ArticleInstanced stereo rendering using DirectX
Hi, I am looking for introduction for instanced stereo rendering using DirectX11. Can anybody guide me to some good articles/examples? Thanks a lot. YL
View ArticleNew HLSL compiler, with SM6.0 support, has been released as open source
Hi all, another announcement post for those of you who haven't seen it. Yesterday, the compiler team at Microsoft released the new HLSL compiler, based on Clang/LLVM and supporting Shader Model 6.0...
View ArticleThe benefits of index buffers
If vertices are only represented by a position, or a position + normal, or a position + texture coordinates, one can clearly see the benefits of an index buffer. But does a single index buffer still...
View ArticleBug only appear when Debug layer is off... Need help :( (NV Driver bug, Fixed...
Hey Guys, Recently I encountered a rendering bug which only shows up when debuglayer is off, and later even I fixed all validation errors/warnings (including GPU-Based Validation ones) this bug still...
View ArticleDraw indirect for DX11
Is there any documentation or complete tutorial or references for draw indirect on D3D11? Is the D3D11 version of draw indirect as robust as the D3D12 version? I found one barebones tutorial on it...
View ArticleReading from a floating point texture resource
HI, im trying to read data from a mapped resource that is in FLOAT_32 format the texture is 4096*4096.. I'm trying to read into a 2D array of floats like this : heightmap_array[4096][4096].... it...
View Articlewhats wrong with this quad?
i'm getting shaders working in caveman 3.0 i just got the effect file from basicHLSL working in a test routine in the game, using SetVertexDeclartation SetStream SetIndices, Effect->SetTexture,...
View ArticleReading one texel from depthbuffer
I was trying to find something similiar to glReadPixel() and stumbled upon this post: https://www.gamedev.net/topic/594722-reading-one-pixel-from-texture-to-cpu-in-dx11/ Seemed reasonable, tried it...
View ArticleAsync Texture Upload
Hi, I want to load textures in secondary threads and then render these in primary thread. Please suggest how it can be achieved in D3D9 and D3D11, considering I am very new in DirectX Programming....
View ArticleGame loop on the scene graph
I created a base class SceneNode which has a Transform, at most one parent SceneNode and some child SceneNodes (allowing to go both up and down in this custom tree structure). A complete scene (and its...
View ArticleMixing OpenAL and XAudio2
Hi, guys, Currently our engine uses OpenAL for sound mixing on Windows7/10. I also ported the engine to use a library the internally uses XAudio2 but we have some issues with it and we might just...
View ArticleHow to use WaitDlg.h
I found 'WaitDlg.h' in DirectX Sample Project. and i want to use this, so i put it on my project. but it isn't working. This is my source. ****main.cpp**** #include "stdafx.h" bool CALLBACK...
View Article[PIX Beta] "Unspecified Error" when debugging a pixel
Hi, community. I could not find any useful information, that is why I ask here. I am using Pix Beta for Windows 10. I followed the installation instructions and my PC meets the recommended system...
View Article[Question]Multithread Loading in DirectX 11
Hello. I'm Just Studying With DirectX 11. I Studying make Mulitithread Loading. but it has a problem. it is Multithread Loading codes. CLoading::CLoading(LOADINGID eLoadID) :...
View Article[solved] whats wrong with this quad?
i'm getting shaders working in caveman 3.0 i just got the effect file from basicHLSL working in a test routine in the game, using SetVertexDeclartation SetStream SetIndices, Effect->SetTexture,...
View ArticleImage resources and textures
I was wondering how do you guys handle loading in your image resources for your textures? I was hoping since DirectX seems to be more of a complete package (APIs for rendering, sound, and etc) there...
View ArticleLimits on max number of textures
Hello, Is there a cap or limit that one can query to find out what the maximum number of textures or buffers that can be created against a committed resource? I'm trying to find a parallel to...
View Articleinstanced drawing and frustum cull
instanced drawing requires a VB of worldmats, one worldmat for each instance. if i want to draw a whole bunch of grass plants (10K to 100K instances), how do i deal with frustum cull? lets say i...
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