Questions tagged [d3dx]

D3DX (Direct3D Extension) is a deprecated high level API library which is written to supplement Microsoft's Direct3D graphics API.

D3DX (Direct3D Extension) is a deprecated high level API library which is written to supplement Microsoft's Direct3D graphics API.

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How to create two 2dTextures using d3d11Device?

I am creating two 2dtextures in d3d11 like this: m_device->CreateTexture2D(&D3D11Tex, NULL, &tex1); m_device->CreateTexture2D(&D3D11Tex, NULL, &tex2); D3D11Tex.ArraySize = 1;//currently using I read that this value can be kept as two. But then how…
SentyGuy
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unresolved external error (d3d)

When ever I try to execute this code D3DXCreateFont(d3dDevice, 20, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, choiceFont, &Font); I get this error Error 1 error LNK2019:…
Coloriez
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Directx11 - DeviceContext::ClearRenderTargetView crashes

What's happening is that ClearRenderTarget keeps crashing on my code and I'd like to know why. Here's my code where I initialize directX and all of it: #include "d3d.h" D3DClass::D3DClass(): m_depthStencilState(0), m_depthStencilView(0),…
Levon
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How to use Xmfloat in class (Migrating from d3dx)

I'm trying to migrate to directxmath, but the new code is giving me some trouble.. class Vec3 : public XMFLOAT3 { public: inline float Length() { return XMVector3Length(this); } inline Vec3 *Normalize() { return static_cast( …
LemonCold
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Get ID3DXMesh from CDXUTSDKMesh

In a DirectX 11 demo application, I use a CDXUTSDKMesh for my static geometry. It is loaded and already displayed. I'm doing some experiments related to Precomputed Radiance Transfer in this application. The ID3DXPRTEngine would be a pretty handy…
Daerst
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D3DX Font looking weird

I am currently working on a small Engine, and therefore I use my own GUI-System I wrote a couple of months ago. Recently I updated it with some font options. D3DXFONT_DESCA hFontCreationInfo = { hFontData.iFontSize, 0, 0, 0, …
Freakyy
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DirectX Matrix transformation

I'm trying to position and rotate triangles with D3DXVec3TransformCoordArray and a world matrix but when I draw the triangles transformed they are distorted horribly. What am I doing wrong? (Btw. I need to do this on CPU, it's not for drawing…
theCNG27
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DirectX CreateRenderTargetView not properly initialized

For some reason I seem to be unable to initialize my RenderTargetView (it stays NULL) which causes an access violation. Here is the line that should initialize the RenderTargetView: hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL,…
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Code leaks memory, seems to be coming from ID3DXBuffer

I load a shader with the following: ID3DXBuffer* errors = 0; ID3DXEffect* effect = 0; HR(D3DXCreateEffectFromFile( gd3dDevice, L"Shader.fx", 0, 0, D3DXSHADER_DEBUG|D3DXSHADER_SKIPOPTIMIZATION, 0, &effect, &errors)); for (int i = 0; i…
meds
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Direct3D11, some part of the model always in front of the others, probably about depth

I'm a new D3D programmer. When I tried to render a model, I got a strange problem.! you can see the picture, some part of the model always in front of the others. the model vertex only contains the following data { float x, y, z; float r, g,…
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Calculate a vector between 2 D3DXVECTOR3 independent of distance

So here's my scenario: I have a spaceship game, each spaceship can target another ship and fire torpedoes and the torpedo needs a directional vector to travel along, the vector needs to be independent of the distance. I'm looking to create a method…
TotalJargon
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DirectX9 How to find intersected point?

I have found intersection point's distance with function 'D3DXIntersectTri'. Now, using distance value, how can i find that points value? IDE: Delphi - JEDI Language: Pascal DirectX 9 EDIT: Actually i have 2 cylinder and want to render only…
Ganpat
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C++ D3DX Font and transformations (d3d9 and d3d10 solutions needed)

I want to render font in a way that takes account of the current transforms and similar settings, especially the projection transform and viewport. I'm thinking that the best way to do that is to have an off screen surface to render the text to, and…
Fire Lancer
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