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No Texture Coordinates loaded afterall?

const aiScene* scene=aiImportFile(filename,         aiProcess_GenSmoothNormals | aiProcess_TransformUVCoords |         aiProcess_JoinIdenticalVertices |         aiProcess_Triangulate |...

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Get 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 :...

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Get 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 :...

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How 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...

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Troble 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...

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array 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...

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Can 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?

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Which 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...

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Pixel 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...

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Rendering 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...

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Checking 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,...

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OMSetRenderTargets 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...

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Render 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...

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Buffer 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...

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Mipmapping 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...

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Stencil 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:...

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BRE 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...

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Read 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...

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Scale 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...

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[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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