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Swapchain won't display to window after resizing

So I've got a quite interesting problem that only happens on my laptop. I have a window with the following WNDCLASSEX struct specifed: m_Desc.hInstance = (HINSTANCE)GetModuleHandle(0);...

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DX11 - Write to Texture2D UAV, read from Texture2D SRV

Hello, If anybody could please offer me some advice, I would be very grateful. Currently, if it worked ideally: I write to a UAV Texture2D in the Pixel Shader. I then pass that Texture2D as an SRV into...

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Monogame help importing Tiled

Hey guys, I need a hand getting through this at the moment. So i've got a monogame project that's very basic right now, intend to develop it into a platformer.   I've tried following a tutorial that...

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C# - Sharpdx - Enabling AMDExpress/NVOptimus

Hi Guys, I have a laptop that currently is an AMD based cpu with an APU.  I'm looking to enable the correct integrated graphics device.   Apparently this can be problematic, but is fixed by using the...

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Create Polygonal View Frustum

I'm getting really close to being able to do real view frustum culling with triangle shaped or quad shaped polygons but need only one measly step to getting there. Basically when I wanted to add...

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Converting Vectors or Euler angles to Quaternions

Case 1: D3DXVECTOR3 vNewDir = l_transform->m_MotionInfo.m_vEndDir; D3DXMATRIX matTemp;                          D3DXMatrixTransformation(&matTemp, NULL, NULL, NULL, &vNewDir, NULL, NULL);...

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XMMatrixRotationRollPitchYaw

Can someone explain why matrices m1 and m2 are not the same, and what m1 is actually doing since m1 is even different from m3?   According to msdn: XMMatrixRotationRollPitchYaw receives the following...

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No blending, something missing?

Hi, new here. I have been dealing with the Frank Luna's programming book codes for a while, and I am having problems with the blending part. My code has been changed to not use the Effect11 framework....

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Different render results in Release and Debug builds

Hi, I'm trying to make a simple 3D rendering engine (nothing useful, just for learning) with D3D11 and VC++ 2015. I have a quick question, the scene looks different in release and debug build. In...

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Texture aliasing

Are the aliasing artefacts below due to the dds texture and/or the ID3D11SamplerState (linear wrapping) and/or the DXGI_SAMPLE_DESC (count: 1, quality: 0)?

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Vertex and Index buffer to file and back issue

I wrote a custom file format that stores my vertex and index buffer in binary format. Unfortunately, I could not reload the data correctly from file.   My vertices: struct VertexPositionNormalTexture...

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Alpha value in MTL file format

I want to use MTL files for my materials. Here, ambient, diffuse, specular colors are defined as RGB or XYZ (or custom spectrum values which I just ignore). In the MTL file format, the dissolve factor...

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responsive interface with render 3D in separate thread

Problem: User interface (based on WinForms) isn't responsive in .NET Desktop Application with its own Real-Time 3D Render (not full-screen) while it renders heavy frames in separated thread. Heavy...

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Spotlights, omni lights and directional lights

Is this a "clean" way (looks a bit like C-style OO) to handle different kinds of light sources in the same shader? I use the following structure on the CPU: enum LightInfoType {...

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How to cleanly create input layouts

Currently I've got a scheme where I load shaders on another thread and marshall them back to the main thread as a ID3D11[InsertTypeHere]Shader.  This presents a problem with vertex shaders, as I don't...

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issue passing data into compute shader

i have a string of compute shaders that need to process a bock of data. the data comes in as 32 bit signed ints, then it moves them around and then combines them and then compresses them a couple of...

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Copying Ogre render target texture to holo lens

I'm doing the following : Ogre::TexturePtr * ogreTexture = mOgreContentRenderer->getTextures(); pDeviceResources->GetD3DDeviceContext()->CopySubresourceRegion( cameraBackBuffer.Get(),...

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Rotate Around Local Axis

Hi, I want to implement some sort of rotation gizmo,everything works find until i came to this problem that i want my object to rotate around its local axis. what i mean is when you rotate and object...

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XInput rumble not stopping...

Hi all, I've started to play around with a XBone controller using the XInput API. ​So far I've managed to retrieve all buttons and sticks input without a problem. The only thing I don't understand, is...

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Dynamic FVF Determination?

Just playing  around with assimp now. As usual, there is a common problem I am encountering as everybody, When the assets are exported from the DCC, they may contain various components, normals, 1, 2...

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