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Questions tagged [directxmath]

DirectXMath API provides common linear algebra and graphics math operations to DirectX applications

1 vote
1 answer
379 views

This question is about planar shadows as explained in Frank Luna's DX11 book. The author presents the 4x4 shadow matrix, whose bottom right element is n\$\cdot\$L (where n is the plane's normal and L ...
Daniel's user avatar
  • 131
1 vote
1 answer
368 views

I have 2 Meshes and I want to add physics to them. The first is a primitive box, the second is a terrain. The box and terrain are made with DirectXMath Using the PhysX library, I made a copy of the ...
ma1169's user avatar
  • 153
0 votes
1 answer
182 views

I've just implemented a simple algorithm to calculate terrain vertex normals and I'm using diffuse and ambient light currently, but for some reason the squares that make up my terrain are visible when ...
Rafael Ferreira's user avatar
-1 votes
1 answer
146 views

How can i translate the code to directxmath code? ...
terry's user avatar
  • 11
0 votes
0 answers
103 views

Dears, I am facing a performance problem when I try to access cell 42 and 43 in XMMATRIX define in DirectXMath.h. The frames dropped by 100 FPS. Here is my code: ...
Ahmed Elhamy's user avatar
0 votes
1 answer
2k views

There are generally three functions to create a perspective matrix in DirectXMath, XMMatrixPerspective{L,R}H, ...
tkausl's user avatar
  • 1,870
2 votes
1 answer
2k views

I'm drawing a health bar on top of each player. I transform 3d position to 2d. I would like to draw it smaller when distance increases. Any simple math for that? Let's say bar width is 30 and height ...
Konrad's user avatar
  • 140
0 votes
1 answer
888 views

Working in DirectX (with DirectXMath objects): If I have the rotation of an object relative to some coordinate space as quaternion Q, and I have a transformation matrix tx from that coordinate space ...
Ben's user avatar
  • 113
1 vote
0 answers
153 views

[][]2 there's problem calculating tangent space and look.... it seems there is no problem with UV code and my shader is 100% no problem. I just copy and pasted tutorial code which works well.. I ...
yunsungjuns's user avatar
1 vote
1 answer
876 views

I am currently looking through the Introduction to 3D Game Programming with Direct X 11 by Frank Luna and I'm trying to implement the ray-triangle intersections. I already have a ray firing when the ...
user's user avatar
  • 155
0 votes
2 answers
372 views

Since XMFLOAT2 is just a structure, I'm sure it does not have operator overloading which is what I need to make things a lot simpler. Is there something like ...
user100749's user avatar
9 votes
1 answer
182 views

SOURCE : http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Mitchell_LightShafts.pdf This process is part of creating light draft effect. And I am suggested to do the described process in ...
Blue Bug's user avatar
  • 1,112
1 vote
1 answer
2k views

Let's say we have a 4-by-4 matrix \$A\$ which represents some transformation. We can use this matrix to transform a vector in two ways. \$Ax\$ by assuming \$x\$ is a 4-by-1 column vector. \$xA\$ by ...
John Leidegren's user avatar
4 votes
2 answers
7k views

It is possible to calculate the translation, rotation and scale that were used to build a matrix? I mean if I have a matrix M can I calculate the rotation, scale, ...
amit's user avatar
  • 93
1 vote
2 answers
2k views

I'm looking for a basic example of rotating camera using the mouse. the only problem is I'm not sure of how to rotating the camera around it target. should i do this by an algorithm or is there a ...
SukottoSama's user avatar

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