No Texture Coordinates loaded afterall?
const aiScene* scene=aiImportFile(filename, aiProcess_GenSmoothNormals | aiProcess_TransformUVCoords | aiProcess_JoinIdenticalVertices | aiProcess_Triangulate |...
View ArticleGet Raw Data from D3D11Texture2D C++
Hello everyone, I'm trying to get the pixel raw buffer data from a D3D11Texture2D. I started with this sample code from MSDN :...
View ArticleGet Raw Data from D3D11Texture2D C++
Hello everyone, I'm trying to extract buffer of pixel BGRA from a D3D11Texture2D. Here is the code I started with :...
View ArticleHow to get only 1 frame of latency with capped framerate and vsync?
So I was experimenting with PresentMon and different modes in Direct3D 11, using a basic game loop (SharpDX.Desktop.Windows.RenderLoop) and just rendering a rectangle at the cursor's location so I can...
View ArticleTroble with double pointer memory allocation
Hi everyone! So my question should be fairly simple, yet i couldn't seem to find any documentation on the topic. As seen below, my problem is that i want to create an array of vertex buffers in Direct...
View Articlearray of texture of different res and dynamic index into them in shader
Hi Guys, IIRC, before dx12, we can create texture array (textures have to be the same format, same reso) and dynamically index into them in shader. But it is impossible to dynamically index 'texture...
View ArticleCan you use C++ multithreding with dx12?
I've been wondering if there is some way to use the multithreading built into C++11 for DX12 instead of windows multithreading?
View ArticleWhich is a must-do before generating the attribute table
I have filled out the frame structure completely and I have filled out the animation controller. But GetAttributeTable gives me 0 as the number of attributes from m_pMesh2? pOrigMesh is the mesh who is...
View ArticlePixel shader compiling issue - Windows 10 specific !?
Hi all I'm facing some weird problems with some game's HLSL shaders, on Windows 10 exclusively. The shaders are compiled against DX 11 / shader model 5. In case it matters, they still use the old...
View ArticleRendering to a Child Window w/ D3D & Win32
Hey Guys, Hoping there are some Win32 guys out there since I have a bit of an issue. So I'm rendering to a child window of my Win32 application with D3D11. For the most part, everything is well, and...
View ArticleChecking architecture not working for me
(if the error is pity, please, forgive me, I am new to C++) This code: D3D12_FEATURE_DATA_D3D12_OPTIONS tiers; if (FAILED(adapterList[i].Device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS,...
View ArticleOMSetRenderTargets double/triplebuffering
I'm looking at some code that is supposed to support triple buffering. DXGI_SWAP_CHAIN_DESC1.BufferCount = 3; However it looks like it calls swapChain->GetBuffer(0,.....); And then it continually...
View ArticleRender to specific cubemap mip
Hey all! I am starting to implement dynamic cubemaps in my renderer. I have to top level mip by rendering 6 faces into 6 separate RTs. I then merge them into a cubemap. All of this is fine, I...
View ArticleBuffer as both StructuredBuffer & RWStructuredBuffer
I am trying to use a buffer as a rwstructuredbuffer in one call and in another reuse that as a structuredbuffer to read the data from. However, that's not working. Can you not do that? There is no...
View ArticleMipmapping 3D texture
Hello, I'm currently trying to mipmap 3D textures in D3D12. So the basic idea was to build 2 miplevels at once as I'm running 4x4x4 threads in group. Also using groupshared memory to do some...
View ArticleStencil Test
Hey guys, Im trying to make a texture mask using stencil test on directx9, but for some reason i didnt understand totally stencil yet, or im doing something wrong. My code it's:...
View ArticleBRE Engine Architecture
Hi, community. BRE is a rendering framework or engine (under development) which purpose is to have a codebase on which develop techniques related to computer graphics and also to apply the stuff I...
View ArticleRead values after map on a R16G16B16A16_FLOAT
Hi! This is probably a stupid questions, but I try to read back a staging texture on cpu, the format is 16bit float, however to my limited knowledge there is no standard 16bit float in C++, how...
View ArticleScale Texture2D DirectX11
d1own votefavorite I'm using Desktop Duplication API. After I call AcquireNextFrame I get a Texture2D from the API in Full HD resolution. I would like to resize it and make it smaller (like 1280x720...
View Article[FIXED] C++ DirectX rendering of a C# Canvas
Hey folks, So as the title suggests I'm trying to handle the rendering of a C# Panel instance (in this case a Canvas) using C++ and DirectX - but I'm having trouble creating the device and swap chain...
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