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0 votes
0 answers
18 views

Years ago I implemented a CPU raytracing software and things work properly. I then implemented a DirectX 12 viewer. I just found out there is some discrepancies between my 2 implementations when i t ...
TheChamp's user avatar
2 votes
1 answer
39 views

I want to define a root signature like the following [RootSignature(" RootFlags( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | DENY_HULL_SHADER_ROOT_ACCESS | DENY_DOMAIN_SHADER_ROOT_ACCESS ), ...
yosmo78's user avatar
  • 683
1 vote
1 answer
115 views

I am using the DirectX Agility SDK to ship D3D12Core.dll and d3d12SDKLayers.dll along my exe. Currently I use the Windows SDK, C:\Program Files (x86)\Windows Kits\10\Include\10.0.19041.0\um\dxguid.lib ...
Paltoquet's user avatar
  • 1,272
-2 votes
1 answer
210 views

I was learning directx by https://github.com/d3dcoder/d3d12book, and at one point, it suddenly started not working in Debug mode like this. So I asked github copilot and he said that the problem was ...
Beomjun Kim's user avatar
1 vote
0 answers
96 views

For testing purposes I need a tool that will occupy some amount of VRAM, leaving a reduced available VRAM to the rest of the applications. I implemented a version that somewhat works using D3D12 API, ...
Virgileo's user avatar
1 vote
0 answers
82 views

When I use IDXGISwapChain::Present it places the rendered frame on the window surface. But when I stop using this method and destroy the IDXGISwapChain instance the last frame still remains on the ...
Sandall's user avatar
  • 11
1 vote
0 answers
131 views

I'm currently learning directx 12 and I have an issue with Root constants. I'm trying to render mesh with custom color and scale and offset variables. I declare these variables in hlsl shaders below: /...
SRahmani's user avatar
1 vote
0 answers
73 views

I finally managed to add realistic realtime rendering to my software. Now I am facing some "banding" artifacts when performing the actual shading. The test scene is straightforward. It ...
TheChamp's user avatar
2 votes
0 answers
151 views

I am adding shadow mapping to my renderer. Algorithm overview: Render shadow map(one directional light for now) --> DXGI_FORMAT_D32_FLOAT depth buffer Render gbuffer Bind (1) as an ...
TheChamp's user avatar
2 votes
0 answers
128 views

The code: void RenderShadowMaps::Render(D3D12_GPU_VIRTUAL_ADDRESS lightGPUVirtualAdress, ID3D12GraphicsCommandList* commandList) { commandList->SetGraphicsRootSignature(m_rootSignature); ...
TheChamp's user avatar
1 vote
0 answers
117 views

I'm having some trouble figuring out how to bind multiple textures to my shader in D3D12. I have a pixel shader which uses two textures: Texture2D < uint > u_texture : register(t0); Texture2D ...
Gunnar's user avatar
  • 235
2 votes
1 answer
200 views

I want to draw spheres in my DirectX 12 application. I only support vertex and pixel shaders for now. The idea is to generate a vertex and an index buffer to draw the sphere. The sphere will have the ...
TheChamp's user avatar
1 vote
0 answers
111 views

I develop an DirectX12 application. When I create a MSIX package with the nuget Microsoft.Direct3D.D3D12, MakeAppx.exe pack exists with an error 0x8007007b. Publishing package without this nuget works ...
Włodzimierz O. Kubera's user avatar
3 votes
0 answers
147 views

I know that we can populate multiple command lists with multiple threads, and after finish recording them we are sending those command list in a single queue, and gpu will execute them in the order of ...
Ibrahim Ozdemir's user avatar
3 votes
0 answers
123 views

I intend to implement a shadow map that fits the view frustum as follows. My method is as follows: Compute the coordinates of the view frustum in camera space. Transform them into world space. ...
nogongchung's user avatar

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