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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...

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How 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...

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Instanced 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

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New 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...

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The 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...

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Bug 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...

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Draw 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...

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Reading 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...

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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,...

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Reading 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...

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Async 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....

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Game 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...

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Mixing 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...

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How 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...

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[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...

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[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) :...

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[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,...

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Image 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...

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Limits 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...

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instanced 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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