Rendering artefact
Any idea what happend to the "glowing" pillar? The flowers on the pillar seem to alpha blend with my background instead of with the pillar. const XMVECTORF32 background_color = { 0.0f, 0.117647058f,...
View ArticleStatic samplers vs sampler heap
What are the advantages and disadvantages of both? Also can someone explain the implementation of static samplers? They don't take any space in the root signature so my guess is they are in the...
View ArticleD3D11: Forcing update to VRAM and/or checking if it happened
Hey, I am working on volumetric video player renderer. It uploads ~100MB of vertex buffers and textures couple times a second and I would like to make sure, that the uploads are completely async (using...
View Articlex64 Directx 11 and Windows 7
I apologize about cross-posting this on multiple sites, but I don't think I'm going to get any answers from stackoverflow. I've been trying to follow a few DirectX 11 tutorials online, specifically,...
View ArticlePow function platform-dependent error
Hi guys, It looks like the HLSL Pow function gives error if the exponent is too big. For example, using 'pow( x , 10 )' in my shader caused the shader to simply return 0, regardless the result of the...
View ArticleQuestion about the ID3D11DeviceContext::Map function...
Hey hope you guys having a great day I'm studying DirectX11 and now i have a question i used DYNAMIC flag for runtime update of a resource. i updated the resource by accessing to the memory which the...
View ArticleWhat would dx11 do when I change the desktop resolution!
Hi guys! The QA of our company gives me bug, here is bug description. Reproducing steps are as follows, Open game with a large resolution; Change the resolution of desktop; Result:...
View ArticleWhat options are available now for progressive rendering
I've seen (by scanning thru the directory of DirectX9, not even bother opening it up), that there used to be a progressive mesh example in there in previous SDKs. My goal is to reduce the poly count...
View Article2D texture format DXGI_FORMAT_B8G8R8A8_UNORM
Hi, I just begin to learn DirectX11. I am confused about the format of a 2D texture. For example: // Create the texture t CD3D11_TEXTURE2D_DESC textureDesc(...
View ArticleEarly stencil test/cull before pixel shader
Hi, Is there a way to run stencil culling/testing before the execution of the pixel shader? I thought stencil testing itself is always run before pixel shader but it doesn't seem so. As a test, I am...
View ArticleMy vertex shader won't display! :(
I'm learning HLSL, and my VertexShader is compiling fine, but it isn't displaying anything. Why? Here's my shader: float4x4 BoneMatrix; float4x4 World; float4x4 View; float4x4 Projection; float4...
View ArticleZ buffer is suddenly appear on top of texture
I'm trying to draw on top of other DirectX 9 application (Game) and here it goes, this is strange considering I tried to clean everything but it just draw it nonetheless I'm drawing a white rectangle...
View ArticlePlanar Reflections
VBexEngine Here is a new video about the implemented reflected material (Planar Reflections). Take a look and have fun... ProjectBlog: https://vbexengineblog.wordpress.com/
View ArticleDeferred Planar Reflections
VBexEngine Here is a new video about the implemented reflected material (Deferred Planar Reflections). Take a look and have fun... ProjectBlog: https://vbexengineblog.wordpress.com/
View Articlehow to parse obj file?
I made .OBJ file parser. but something wierd happened. in OBJ file, there're 254 vertices. but in face section, it indicate 258th vertex. I attach file here. Attached Files...
View Articleuse mul(vector, matrix) or mul(matrix, vector) in HLSL
Hi, In one DirectX example, I found it transpose the world transform with type XMMATRIX and then save it to XMFLOAT4x4, then send it to GPU using context->UpdateSubresource. On GPU side, the vertex...
View ArticleHow do attribute tables and bone combination buffers work?
I know this thing is good for mesh deformations stuff (bumps) like decals and other effects, So you can update stuff in subsets in faster speeds. There is no problem to load them as assets thru...
View ArticleHow to get around D3DXCreateMesh 65535 vertices limit?
while I was importing a big mesh into DX9 from assimp, the D3DXCreateMesh function fails if that mesh contains more than 65535 vertices, how do I work around it? Thanks Jack
View ArticleDebug if my constant buffer is uploaded correctly?
So I'm trying to upload an array of matrices to my vertex shader, like so: cbuffer cbJointTransforms : register(b6) { float4x4 gBoneTransforms[96]; }; I think it is done correctly, however when I...
View ArticleHow to know whether a texture is present in HLSL?
What is considered good practice for knowing whether a texture is present or not in a HLSL shader? I use a single texel white texture (in case no diffuse/specular texture is present). Therefore, the...
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