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);...
View ArticleDX11 - 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...
View ArticleMonogame 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...
View ArticleC# - 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...
View ArticleCreate 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...
View ArticleConverting 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);...
View ArticleXMMatrixRotationRollPitchYaw
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...
View ArticleNo 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....
View ArticleDifferent 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...
View ArticleTexture 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)?
View ArticleVertex 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...
View ArticleAlpha 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...
View Articleresponsive 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...
View ArticleSpotlights, 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 {...
View ArticleHow 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...
View Articleissue 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...
View ArticleCopying Ogre render target texture to holo lens
I'm doing the following : Ogre::TexturePtr * ogreTexture = mOgreContentRenderer->getTextures(); pDeviceResources->GetD3DDeviceContext()->CopySubresourceRegion( cameraBackBuffer.Get(),...
View ArticleRotate 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...
View ArticleXInput 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...
View ArticleDynamic 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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