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Passing groupshared memory to functions

Hey all.   I'm new to DirectX and hlsl syntax, so maybe I'm missing something completely obvious, but I haven't been able to google my way to a solution.   I'm trying to write a general purpose...

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Image texture quad displays underlying controls color where it is transparent

Hi    I'm trying to draw a texture on texture as show in the image below.       Yellow Circle image:   Green circle Image:   As shown in the above image of penguins, i'm trying to render another image...

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Noise Recalculation for Ambient Occlusion

I posted this in another area of the forum, but no one was able to give me any feedback. Perhaps here will be better.   I have written a shader to successfully do ambient occlusion in XNA and it has...

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Cannot enable 4X MSAA Anti-Aliasing DirectX11

I am currently learning how to use DirectX11 but I am unable to use 4X MSAA. Here is my code (Since I'm just learning I haven't used any headers or classes, sorry for the messy code) #define...

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win 10 and directx sdk

I just opened visual studio 2015 on win 10 and want to use directx sdk.  Visual Studio says UPDATE3.  When I go to windows there are directx choices.  Am I all set to use the directx sdk in my windows...

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Access constant buffer declared in shader header from code

HI. I have the following issue: I wrote hlsl header file for noise generation. This file contains constant buffer for initialization. I include that header in me effect, but I cannot access it from...

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Texture judder on AMD Cards

A little backstory before i start: Up to this point i was using a very old PC (for todays standards) to work on my project. It had a Nvidia Geforce 9600GT (512MB GDDR3) in it.   Now i build a new PC...

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Floating point precision issues on AMD Cards

Note: Changed the title of the topic as we were able to figure out what potential cause is (issue is still not fixed though.) (Previously it was called "Texture judder on AMD Cards")   A little...

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Issues rendering

Hello Gamedev.net I've been lurking these forums for ages and trying to learn from others but now it is time for me to ask my own question. I'm using C++ together with DirectX11 and have been following...

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Issues rendering

Hello Gamedev.net I've been lurking these forums for ages and trying to learn from others but now it is time for me to ask my own question. I'm using C++ together with DirectX11 and have been following...

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GPU-Based Validation and other D3D12 debug layer improvements

Hi everyone,   I wanted to take a moment to let you guys know about another forum that the Direct3D team has set up, where it's possible to have more direct interactions with many members of the D3D...

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Rendering large tile-based ships

I'm working on a top-down 2D space RTS that features large tile-based ships.   Each ship has a complete functioning interior, with dozens of crewmen who man the various stations. The player can zoom in...

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Render terrain with Tessellation when my 2D text disappears

Hi GameDev.net,   As I did explain in an earlier thread I am using Rastertek's tutorials to learn DirectX while at the same time training my C++ skills and today I ran into what I think is a weird...

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[DX12] (Solved) Depth buffer is rendering backwards?

I can't for the life of me figure out why my depth buffer is playing up, and it seems like a simple oversight somewhere.   Basically, I'm drawing a series of objects in my scene and can navigate...

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How to access UAVs from any shader stage

Hi, i am trying to find concrete info about the Directx 11.1 feature: Unordered access views can be accessed from any shader stage...

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Slimdx Effect File Access Violation

Hi, I`m getting this very weird error when i try to load my shader code from an effect file next to my executable. An unhandled exception of type 'System.AccessViolationException' occurred in...

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When does the perspective divide occur when using the shadow matrix to...

Hi,   Recently, I am reading Frank Luna's introduction to game programming with directx 11. Frankly, I am a dx noob. When reading how to implement the planar shadow using the shadow matrix(in chapter...

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Why does the agent keep spinning around?

// This code is for processing motions float startDir = l_transform->getDirection().x; float endDir = l_transform->m_MotionInfo.fDir; D3DXVECTOR3 vStartDir(startDir, 0, 0); D3DXVECTOR3...

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Color Correction

After playing games like Star Wars Battlefront & GTA 5 I was wondering how dev's implement Color Correction in their Engines. I know that this can be done through the use of 3D LUT's but I was...

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How to use a big constant buffer in DirectX 11.1?

Among some DirectX 11.1 features, there is one feature about binding a big constant buffer and specify a range in this buffer for updating at each stage. But I cannot find any examples how to configure...

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