Questions tagged [directx11]
DirectX 11 is the primary graphics API for Microsoft platforms including Windows, Xbox One, and Windows phone.
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Does it make sense to use a compute shader with Dispatch(1,1,1) and Numthreads[1,1,1] to draw a cone?
I was working on this idea of drawing a cone rotating on the y axis with a parametric equation, using a compute shader with a function like:
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D3D11 type conversion rules
My understanding is that, in general, we can supply data to the GPU in some format (in D3D, as defined by DXGI_FORMAT_xxx) and it will be implicitly converted to ...
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Difficulties for GPU rendering of a cone using parametric equation
I'm trying to render a cone at the gpu for some effects. I'm using the parametric equation provided here. I ended up with the shader below intended to work with an unorderedaccessview target (DX11). I'...
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D3D11 batching with texture arrays
When employing texture arrays how does typically communicate the associated indices when rendering to batch as much work as possible per draw? The only approaches I can think of are:
Supply texture ...
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How to create array of Depthstencil2D from texture2Darray
I have already done someting like this for texturecube but here I don't understand what I'm doing wrong. I have the first chance exception error message.
Below how I proceed:
create a texture for ...
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Defining camera settings to optimize the use of a shadowmap texture
In my engine I have the possibility to switch from isometric or first person camera, with a far/close camera point of view. In isometric mode the camera point of view can also be in either the -X or +...
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Difficulties with matrices settings for cascaded shadows
I have added cascaded shadows to my pipeline. The whole process seems to works fine as shown in the picture. But I should obtain a progressive “zoom” from the first cascade (red) to the last (blue) ...
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Why is samplecmp limited to red channel
SampleCmp can be used with texture having only a red channel (typically depth texture) or on texture having R+other channels but reading only the red channel.
I'm storing two depths in RG channels and ...
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Advice on how to best use if possible 4 GatherCmpRed to emulate a 4x4 PCF sampling for shadowmap blur
In a part of my level I have shadows close to the camera where a good blur is important. Currently I have implemented a 4x4 PCF, thus requiring 16 texture samplings.
I'm trying to see if the ...
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Shadow artifact with cubemap shadow for pointlights
I am facing some difficulties with the use of a cubemap shadow associated to a poinlight (represented as the yellow bicone in the picture). The shadow map itself is generated properly (see picture).
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Is memcpy safe to use to fill an ID3DBlob with a pre-compiled shader?
Following my post Saving shaders to file I then tried to load shader object files to recreate my shaders.
I found some Q&A about how to load precompiled HLSL shaders into memory, including a short ...
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Saving shaders to file
I'm in the process of writing saving/loading function for my little game. I'm willing to save the shaders as resource as I did for texture and meshes.
I have a _SHADER struct that contains the VS/PS ...
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Back buffer texture appears distorted before presenting
I am trying to send video data from Dolphin Emulator to another process. To do so, I first get a reference to the back buffer from the swap chain.
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How to build directional light view / proj matrices in DirectX11?
I think I built my matrices wrong:
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CGLM Not Rendering with Sokol [closed]
I've setup cglm from a wrap configured with Meson, and have copied one of the samples from https://github.com/floooh/sokol-samples/tree/master (cube-sapp, to be exact). I've tried to replace sokol's ...