Direct9x Water Reflection in HLSL
Hello everybody, I work on water reflection on my project. And I have some problems with HLSL code. My water work with many primitives and work like a large plane with coordinates. I cannot found the...
View ArticleAmdPowerXpressRequestHighPerformance not working Win10
I have a VAIO laptop with dual GPUs (HD 3000 + AMD Radeon 7400 M) and I can't seem to get it to select the high powered device with __declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;...
View ArticleHelp with my Debug Drawer
struct line_vertex { float x, y, z; D3DXCOLOR color; }; const DWORD line_fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; class DebugDrawDX : public duDebugDraw { public: DebugDrawDX(); virtual...
View ArticleWrite as R32_UINT, read as R8G8B8A8_UNORM.
Hi forum! I would like to write to texture 3 material parameters. Each of the parameters are unorm 8 bit values, packed as one uint. The idea is to write to texture R32_UINT, and read from it as...
View ArticleChange Alpha Color Without Recreating Polygon
I found an awesome method to create a sphere polygon with normals, as well as texture coordinates for tu and tv, but I severely modified it to support changing its color / alpha as well and made it my...
View ArticleSwapChain Present Issue
Hey everyone, I'm having a small problem when attempting to move to a UWP code base for SharpDX. I've fixed all problems so far but it errors out with: "The GPU device instance has been...
View ArticleHow to find the dxgi version of directx in pc?
Hi, guys , In a PC with win7 sp1 installed but no Windows6.1-KB2670838-x64.msu installed, we successfully created SwapChain but got a notification that Gamelib created it failed. I have used...
View ArticleCopy texture data in default heap to readback heap
Hi Guys, Are there any straight forward way to copy texture2d data into CPU readable array? IIRC, we can't create texture2d on readback heap right? Copy upload heap buffer to texture2d require lots of...
View ArticleWhy does texture-sampling only work at (0,0,0)?
I want to save the color of every point of one object in the RWTexture3D (UAV Resource) and transfer them to another object in its shader. I made a test in the two shaders. Both in the fragment...
View ArticleCorrect way of creating the swapchain fullscreen/windowed/VSync about refresh...
Hi, When you create the swapchain you have to set the numerator and the denominator for the refresh rate. Here what MSDN says : The DXGI_RATIONAL structure operates under the following rules: 0/0 is...
View ArticlePractical Rendering and Computation with Direct3D 11
Is Jason Zink's book "Practical Rendering and Computation with Direct3D 11" (2011) still relevant anno 2017 for delving into D3D11? The book does not seem to use the legacy DirectX SDK, which is good....
View ArticleSmart Pointers (shared_ptr and ComPtr)
I have multiple classes/structs owning and/or using for instance ID3D11Device and ID3D11DeviceContext. Currently I use ComPtr smart pointers for these structures instead of raw pointers in case a...
View ArticleShader Slow Compile Times
Hi all, I am doing a shader for SSR and a value can be input to allow the user to increase/decrease the ray count this is then used to do a while loop and at each iteration the ray steps along i am...
View ArticleTwo graphics cards in one computer, How to make decision when createdevice!
Hi, all Firstly , I enumrate all adapter in pc.I choose the one with one ranking score. IDXGIAdapter* LOBBYWINDOW::GetMostSuitableAdapter() { IDXGIAdapter* pBestAdapter = NULL; size_t...
View ArticleIs it possible to pass an index to a texture array through instancing?
Hello everyone, It has been some time since I have been on gamedev and programming in D3D. In the last month or so I have been working on a voxel terrain of 512x512x256 placed within a home brewed...
View ArticleHow to update vertex buffer on every frame
I have a vertex buffer and i need to update it on almost every frame, it is a cloth. I have pool of upload heaps, so creating intermediate buffer isn't costly. But if i will wirte data to the same...
View ArticleTexture wrappers design questions (C++)
Hi Forum! I am in half way of redesigning abstraction representations of 2D textures in my engine (CPU side) for: RenderTarget, DepthStencil, and array versions of them. And I would like to clarify...
View ArticleUsing different shaders in DirectX
Hello! New to the forum and generally bad at posting straight-forward questions but here I go.. So, last semester (im a Technical Artist student) we had a 3D-programming course in which we had an...
View ArticleWhat reasons might IXAudio2::CreateMasteringVoice return XAUDIO2_E_INVALID_CALL?
I have written a game that uses XAudio2 (via the SharpDX wrapper for C#). For myself and 99% of my players, everything is working fine. But occasionally I get automated error reports from players which...
View ArticleElegant reduction algorithm on CS
Hi Forum! I need to reduce 2D texture. For each Dispatch(), I reduce it 16x both directions on CS. The biggest problem arises when I have the last step, say when texture is 8x5. For previous steps it...
View Article