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Questions tagged [directx11]

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

0 votes
1 answer
28 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
  • 221
0 votes
0 answers
14 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
  • 221
0 votes
1 answer
25 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
  • 221
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0 answers
25 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
  • 221
0 votes
1 answer
41 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
  • 221
0 votes
1 answer
39 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
  • 221
0 votes
1 answer
82 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
  • 221
1 vote
1 answer
93 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
  • 221
0 votes
0 answers
54 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
43 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
27 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
81 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
  • 3
1 vote
1 answer
385 views

IDXGIFactory::CreateSwapChain() vs D3D11CreateDeviceAndSwapChain - When to use which for making a swap chain?

I'm following a bunch of tutorial series on how to set up Direct3D 11 for 3D rendering, I'm focusing on the swap chain part for now. The main tutorial series I am following is the one by PardCode on ...
whitecloth's user avatar
1 vote
0 answers
28 views

Why couldn't I see my cube, and why is my mouse cursor acting weird?

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Abdul Sadek's user avatar
1 vote
1 answer
305 views

Use DirectX 11 & HLSL in SDL

I saw Lazy Foo using OpenGL & GLSL in SDL, but I want to use DirectX 11 & HLSL in SDL. Is there a way to do this, and how?
M 027's user avatar
  • 123

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