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Questions tagged [directx11]

DirectX 11 is the primary graphics API for Microsoft platforms including Windows, Xbox One, and Windows phone.

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2 answers
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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: ...
philB's user avatar
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1 vote
1 answer
56 views

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 ...
Benjamin's user avatar
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1 answer
73 views

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'...
philB's user avatar
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1 vote
1 answer
64 views

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 ...
Benjamin's user avatar
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1 answer
70 views

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 ...
philB's user avatar
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0 answers
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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 +...
philB's user avatar
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0 votes
1 answer
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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) ...
philB's user avatar
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0 answers
39 views

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 ...
philB's user avatar
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0 votes
1 answer
88 views

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 ...
philB's user avatar
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0 votes
1 answer
74 views

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). ...
philB's user avatar
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0 votes
1 answer
175 views

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 ...
philB's user avatar
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1 vote
1 answer
148 views

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 ...
philB's user avatar
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0 answers
70 views

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. ...
Emre Tekmen's user avatar
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0 answers
66 views

I think I built my matrices wrong: ...
f1oating's user avatar
1 vote
0 answers
48 views

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 ...
Denzel's user avatar
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