All Questions
208 questions
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43
views
How to build directional light view / proj matrices in DirectX11?
I think I built my matrices wrong:
...
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 ...
1
vote
0
answers
31
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Some of the assignment operations in the directx11 compute shader are getting skipped, even though the assigned values are used later
I'm implementing an algorithm called Fast3x3 SVD on my compute shader. However, while I was debugging my compute shader in RenderDoc, I noticed some assignment operators were completely getting ...
0
votes
1
answer
109
views
Screen position in Deferred Shading
I am trying to implement a program in Direct3D 11 which uses techniques like deferred shading and shadowmapping, but when I create my gBuffers, the position looks strange. After researching a bit I ...
1
vote
1
answer
853
views
Difference between Command Lists and Deferred context
I'm new to DirectX and I feel like I killed Google search but still cannot find information about the difference between these:
Immediate context + Command Lists
Immediate context + Deferred context (...
0
votes
0
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534
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Message pump and D3D11 DXGI in separate threads
I have read:
https://learn.microsoft.com/en-us/windows/win32/direct3darticles/dxgi-best-practices#multithreading-and-dxgi
https://learn.microsoft.com/en-us/windows/win32/direct3ddxgi/d3d10-graphics-...
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2
answers
944
views
1
vote
1
answer
1k
views
Would you ever need multiple D3D11 devices?
I'm programming a rendering engine, and I'm considering whether on not I would need to implement the availability to call D3D11CreateDevice() multiple times to get ...
0
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1
answer
467
views
What would be a correct ID3D11Query design for occlusion testing?
I've tried looking for tutorials or samples related to the topic - but all that I could find are either scientific papers or vague posts on forums.
As I understand it - I need to dedicate a whole pass ...
0
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1
answer
391
views
Cascaded Shadow Maps - Handling shadows that cast into different cascades
For example I have 3 shadow cascades. A shadow is cast by a hill in my 2nd cascade, but the shadow itself is cast into not only the 2nd cascade but also the 1st. In the shader program, in order to ...
2
votes
2
answers
1k
views
D3D11 wrong full screen resolution
I am currently writing a Directx 11 engine and have problems with the resolution when switching to exclusive fullscreen on my 1440p monitor. If i call SetFullscreenState(TRUE, NULL), the screen ...
1
vote
0
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91
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Blue color instead of alpha using Alpha Blending
I am testing rendering with alpha blending state according to this guide.
The aim is to add snow on terrain grass texture.
Finally, I got the wrong result -- the blue color fillings up all alpha = 0 ...
0
votes
1
answer
187
views
How does the InsideTessFactor affect points of a triangle in a DirectX11 domain shader?
I found this example in this Chinese language document.
In the image above, I can understand the value of SV_TessFactor because for every side of this triangle, ...
0
votes
1
answer
143
views
Where is the Mclip matrix & how do I set it?
According to this article, the Mclip matrix will be used, but I didn't find any function in Directx11 to set this matrix. How do I set it?
0
votes
1
answer
919
views
Using ID3D11DeviceContext::Map to update a dynamic texture results in offset or incomplete data
Background
I'm generating a memory texture at load time to store the offsets into a texture atlas for a tilemap as described here Any way to combine instantiated sprite renderers into one texture so I ...