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43 views

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

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

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 ...
ThisAccountIsForGameDev's user avatar
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 ...
Charlie.Q's user avatar
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 (...
Sergey Sharpov's user avatar
0 votes
0 answers
534 views

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-...
Peter's user avatar
  • 1
0 votes
2 answers
944 views

DirectX11 creating input layout throws error on input signature not matching shader (instancing)

The input layout ...
koreus737's user avatar
  • 131
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 ...
Gijahara's user avatar
0 votes
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 ...
krz's user avatar
  • 1
0 votes
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 ...
T. Elliott's user avatar
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 ...
Kyto's user avatar
  • 41
1 vote
0 answers
91 views

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 ...
Dmitry Kozlov's user avatar
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, ...
Mark Peter's user avatar
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?
Mark Peter's user avatar
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 ...
Casey's user avatar
  • 2,075

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