[FIXED] XAudio2 in Managed C++
Hey folks, I'm building a C# application that uses a managed C++ DLL to handle all of the rendering & audio playback. However after linking the C++ DLL to xaudio2.lib and initializing the IXaudio2...
View ArticleDraw Texture with right Aspect Ratio
Hello Everybody, I have a problem, everytime if I want to draw a Texture in a quad as an post processing effect (Texture Preview Window), the texture always draw stretch, not in the uniform aspect...
View ArticleIs MultiDrawIndirect/ExecuteIndirect really worth it ?
Hi Folks, I am currently designing a new rendering pipeline and I have a serious question about the mechanism behind MultiDrawIndirect/ExecuteIndirect... Say that, for the purpose of efficient culling,...
View ArticleCan't Get CCW Winding Order to Work
Hi guys, The only way I can get a CCW winding order to work is to use D3D11_CULL_NONE. Take a look: // ccw triangle on x-z plane a = (-8.0f, 0.0f, -8.0f); b = ( 8.0f, 0.0f, -8.0f); c = ( 8.0f, 0.0f,...
View ArticleOMSetRenderTargets per Command List?
Let's say I have three command lists, A B and C. They are guaranteed to be submitted in order. If I call OMSetRenderTargets on list A, can I then ignore calling it on the B and C lists and assume...
View ArticleWhich kind of sampler filter to use for post processing sampling?
I've been implementing a post-proc pass in my framework but I don't really know which kind of sampler filter would be most effective. This is in regard to sampling the scene rendered texture in my post...
View ArticleDirectx 11 assimp skeletal animations
I have successfully loaded and rendered a model into directx using assimp and now I want animate my character. How can I animate my character using assimp? I found this tutorial :...
View ArticleNoob question - only first frame appears
Adding DX11 support to my graphics engine. For a simple initial test I'm just clearing the screen and rendering a triangle. The first frame generated displays as expected. Subsequent frames clear...
View ArticleCreateTextureFromFileExA E_OUTOFMEMORY
I've been adding the new girl models made with the Bastioni Labs Blender plugin to Caveman 3.0. the skin textures generated are 2048x2048. I started getting some odd behavior loading skinned meshes...
View ArticleExample of using DirectX-12 for video processing under Windows 10.4...
I tried to find samples from the site of microsoft for using DXVA. I found DXVA-HD but it is for windows 7 and I cant find nowhere clearly stated that DXVA-HD can be used under Win10. I have to install...
View ArticleIntroduction To 3d game programming with directx 11 Problems
I am using the book mentioned above and any of the test code gives me this error: Error LNK2019 unresolved external symbol __vsnwprintf referenced in function "long __stdcall...
View ArticleLoading a obj into Directx11 (solved)
I saw this tutorial online to load a 3D model into the scene from external file (Rastertek Tutorial 7: 3D Model Rendering) The way the Tiny Room Demo creates model is to hardcode the coordinates and...
View ArticleNo visualizations at first when using DirectX SDK
I tried to run some of RasterTek's DirectX 11 tutorials using the obsolete DirectX SDK (June 2010). When I run these tutorials (as-is) my screen becomes completely black on my notebook (i.e. so no...
View ArticleType mismatch when writing to a 3D texture UAV
I'm getting this error when trying to dispatch a compute shader that does some writes to a 3D texture: ID3D11DeviceContext::Dispatch: The resource return type for component 0 declared in the shader...
View ArticleDepth in water shader
Hi everyone, I have a planar water shader which I've been using for quite a while. It follows the standard format of interpolating between refraction/reflection maps to create the overall colour and...
View ArticleWrite to R11G11B10_FLOAT from shader
Hey all. I'm using the R11G11B10_FLOAT format my preconvoluted environment maps, because the format really shines for those. Currently I convolute the environment maps on the CPU, encode from float3 to...
View ArticleOptimizing Tile Maps
Howdy Tile map rendering is a simple topic that has been around since the beginning of game development, but what about rendering them efficiently? The basic approach I've taken so far is: Created a...
View ArticlePerforming a Ray Testing against a transformed ID3DXMesh?
The mesh I load from file is stored into a container and is a untransformed version, each time it gets instanced out, I add a transform to it. I don't really store a transformed version in my...
View ArticleTranslation transform fails if vertex coordinate != 0
Hello, I have two vertices for a line: CUSTOMVERTEX LineVertices[] = { { 2560.0F, 0.0F, -2560.0F, 0xFFFFFFFF }, { 2560.0F, 0.0F, 2560.0F, 0xFFFFFFFF } }; I use a translation...
View Article[VBexEngine] Space-Demo
I have implemented some new PlanetShader, Bloom, Skyboxing and a better Glow. Watch the new Video and/or Download a running Demo from the VBexEngine Blog.Have Fun !
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