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Direct2D/DirectWrite Text Resolution

Hey,   I've just been playing about with Direct2D this afternoon, and I've moved on to using DIrectWrite for outputting my text.   All easy enough, but I can't for the life of me figure out how to...

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Direct3D 11.3 and SM 5.1?

tldr; Shouldn't a ID3D11Device3 be able to load a vs_5_1 shader?   I'd like to make use of Dynamic Indexing which was made possible in SM5.1 -...

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Which Win 10 for Visual Studio / DirectX

I am going to buy a windows 10 system for use with visual c++ 2015 express.  The software is for 32 bit os but I here it works on 64 bit os?   The directX sdk can be obtained by getting windows sdk or...

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C# DirectX 12 Samples

In the process of learning DX12, I converted all the C++ samples from Frank D. Luna's book "Introduction to 3D Game Programming with Direct3D 12.0" to C# using SharpDX. Sharing in case anyone finds it...

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Bound but unused vertex buffers affecting the input layout?

I have a questions regarding vertex buffers and input layouts.   My mesh drawing code is essentially like this: void DX11Mesh::Draw() {...

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SharpDXException while running samples

Hello everyone! I'm working on a code samples from this github repository: https://github.com/Gitii/Direct3D-Rendering-Cookbook/tree/master/Ch02_01RenderingPrimitives   And when I'm running the code...

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C# - Detect If Pre-Existing .DDS Contains Alpha Channel?

For the past wee while, I've been scouring the net to find a way to tell if a .dds file contains an alpha channel. And I've come up completely dry.   I've been working on a tool that sorts through all...

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[SOLVED]HLSL Syntax Clarification

Hi there! I hope I'm in the proper spot here. I've been trying for the life of me to try to figure out how a parallax shader works and have been trying to implement in the Source Engine. Needless to...

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different results from VS debugger with debug device and normal device

Hi,   i have a serious problem with my engine, but i dont know where to locate the problem. The actual problem is that when I create a dx11 device context normally, my font rendering is messed up an...

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DirectX11 and using more than 1 shader

Hello everyone! I'm learning DirectX for 2 weeks, and I know how to create primitives, add them to the scene and apply the Shader for the whole scene. I can't find in any book or sample anything about...

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Texture array with mipmaps

Hello, a while ago i started to use texture arrays for multitexturing in terrain shader. I didn't know how to load image files for texture array, so i used ID3D11DeviceContext::CopySubresourceRegion to...

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DynamicSoundEffectInstance.BufferNeeded event not firing

When I start create my Speaker and feed it data it seems to only play the first buffer. The method that feeds in buffers first checks needbuffers flag and just returns and does nothing if it's false....

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Clarifications on sharing a 2d texture between D3D9Ex and D3D11

I'm trying to set up a shared texture (render target) such that it is created on a D3D11 device and subsequently opened and drawn to from a D3D9Ex device. Unfortunately I've found the information on...

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Visual Studio 2015 and Mesh Content Task

Hello! This time I have a problem with working on Samples from Direct3D Rendering Cookbook (https://github.com/spazzarama/Direct3D-Rendering-Cookbook) I'm working on Mesh Skinning, and when I'm running...

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[D3D12] Metals, Normal Mapping, Tessellation, Displacement Mapping

Hi community. I want to share my current progress with DirectX 12.   I wrote the following post...

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8x FSAA vs 8x MSAA

Hi Guys,I have an issue where there is noticeable 'stair-casing' when using 8x MSAA.(Image is zoomed 200% to highlight what is happening).I am using MSAA on a render target (as global FSAA doesn't seem...

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win10: no native support for pre-dx10 games. additional runtime required?

one of my testers was installing caveman 3 and got an error that d3dx9_43.dll is missing.   a google search revealed that win10 only has the runtime files for dx 10, 11, and 12, but not older versions,...

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DirectX 11 Sharpdx - Instancing - ATI Vs Nvidia

Hi guys,   Working through a problem at the moment with myself and my team member around an issue with development.   So, here goes.   My PC currently has a ATI R290 card , his a GTX 960 card. (this...

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d3d11 frustum culling on gpu

I 'm going to implement frustum culling on gpu (not sure gs or cs ).  First fill the consume structure buffer objects, and cull them, output to append structure buffer. I 'm not sure is it efficient ?...

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skip optimization + static const variable = bug?

Hello,   I have trouble with one of my shader, it works flawlessly optimized but if I compile it with skip optimization, it fails. I tracked down the issue, it seems one of my static const variable...

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