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Questions tagged [directx11]

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

1 vote
0 answers
33 views

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 ...
Benjamin's user avatar
0 votes
1 answer
62 views

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'...
philB's user avatar
  • 331
1 vote
1 answer
55 views

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 ...
Benjamin's user avatar
0 votes
1 answer
66 views

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 ...
philB's user avatar
  • 331
0 votes
0 answers
24 views

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 +...
philB's user avatar
  • 331
0 votes
1 answer
43 views

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) ...
philB's user avatar
  • 331
0 votes
0 answers
38 views

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 ...
philB's user avatar
  • 331
0 votes
1 answer
81 views

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 ...
philB's user avatar
  • 331
0 votes
1 answer
72 views

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). ...
philB's user avatar
  • 331
0 votes
1 answer
165 views

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 ...
philB's user avatar
  • 331
1 vote
1 answer
141 views

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 ...
philB's user avatar
  • 331
0 votes
0 answers
69 views

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

How to build directional light view / proj matrices in DirectX11?

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

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 ...
Denzel's user avatar
  • 11
0 votes
1 answer
119 views

Issues rendering a cube in Direct3D11

I started studying DirectX recently and I'm developing an "game engine". For now I just want to draw a cube, but for some reason that I don't know why, it doesn't draw it at all. It's ...
RodX's user avatar
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