Questions tagged [direct3d10]

Version 10 of Microsoft's API for 3D Graphics at the heart of DirectX 10. It was introduced with Windows 7. For Direct3D questions related to windows 10, use the more recent Direct3d12.

Direct3D is Microsoft's API for the rendering of 2D and 3D Graphics within the DirectX.

Direct3D10 corresponds to the version 10 introduced with Windows 7. Windows XP does not support it.

Originally called WGF 2.0 (Windows Graphics Foundation 2.0), then DirectX 10 and DirectX Next, Direct3D 10 features an updated shader model 4.0 and optional interruptibility for shader programs. In this model shaders still consist of fixed stages as on previous versions, but all stages support a nearly unified interface, as well as a unified access paradigm for resources such as textures and shader constants. The language itself has been extended to be more expressive, including integer operations, a greatly increased instruction count, and more C-like language constructs. In addition to the previously available vertex and pixel shader stages, the API includes a geometry shader stage that breaks the old model of one vertex in/one vertex out, to allow geometry to actually be generated from within a shader, allowing for complex geometry to be generated entirely on the graphics hardware.

See also:

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How to get a list of MipMap surfaces from a d3d10 texture2d

In D3D10 there is a method I can use for getting back a single surface from a Texture2D with one mipmap lvl. { IDXGISurface* surface; texture2D->QueryInterface(__uuidof(IDXGISurface), (LPVOID*)&surface); } But this will not work with a texture that…
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How to perform alpha blending on saved raw argb videos(a image and a video will also work) using direct3d9 , direct3d10 or direct3d11?

I'm trying to perform alpha blending on videos using direct3d11. I've wrote the code snippet below to achieve this. I've tried to read the video file out2.argb frame by frame and store it in the rawData. Later, I passed that rawData to…
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Sharpdx Direct3D10 How to edit pixels in texture?

I need to change certain pixels in a texture (Texture2D) using Sharpdx with dx10 Right now I got Texture.Map(0, MapMode.Write, MapFlags.None, out stream); but I get a "The parameter is incorrect." exception. All solutions I find are for either dx9…
Bram
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Shared Resources in SlimDX with DX10

I'm trying out the shared resources feature of DX10, as I needed this for one of my project. But I'm can't find much sample or code especially using SlimDX. According to DX10 documentation, I just need to specified the resources as Shared, then I…
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Setting a Texture in a shader's constant buffer in D3D10

Ok I have a shader compiled up under D3D10. I am obtaining a shader reflection to get details of all the constants/globals in the shader. However I'm a little confused on something ... how do I set a texture to a constant buffer? I assume I don't…
Goz
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Issues passing values to shader

I am having issues passing values to my shader. My application compiles fine, but my cube object won't shade. Below is majority of my code. Most of my code for communicating with my shader is in createObject method myGame.cpp #include…
numerical25
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D3DX10CreateEffectFromFile return E_FAIL on another computer

I have a small application that loads a model and displays it without lighting or anything much. I have been trying to build a release and run it on another computer but D3DX10CreateEffectFromFile keeps returning E_FAIL. The Effect file compiles…
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Why do we still use Fixed function blending operations in D3D11 ect?

I was looking aground trying to understand why we are still using fixed function blending modes in newer 3D API's (like D3D11). In D3D10 fixed function Alpha Clipping was removed in favor of using the shaders. Why because its a much more powerful…
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Multisampling and Direct3D10 / D3DImage interop

I'm trying to implement a renderengine using Direct3D 10 (SlimDX) and WPF. I create my device and rendertargetview with the right MultiSample parameters ( 1,0 / 2,0 and 4,0 are working) this.multiSamplingDescription = new…
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weird access violation error

I'm getting a (to me) weird run-time access violation error. I have a class, GUI, that contains a raw pointer to an instance of another class, Crosshair. However, when I try to access that pointer, I get a run-time error! I'm talking about accessing…
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Direct3D 10, failed on creating input layout

My application keeps failing to compile when I try to create a Vertex Layout in direct3D 10. Heres the code: // Create the vertex input layout. D3D10_INPUT_ELEMENT_DESC vertexDesc[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,…
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D3DX Vector Math function for projection?

Is there a D3DX10 vector3 math function to calculate the projection of one D3DXVECTOR3 onto another?
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syntax error: identifier 'TEXTMETRICA' in D3DX10Core

I Have Just Started Learning D3D and my code was working all fine till i implemented the D3D Shader Compiler Stuff to my code. I am Using the tutorial on DirectXTutorials. if i just copy paste the code from there on to a new project, the program…
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Missing depth info after first mesh

I'm using SlimDX for a Direct3D 10 apps. In the apps I've loaded 2 to more mesh, with images loaded as texture and using a fx code for shader. The code was modified from SlimDX's sample "SimpleModel10" I move the draw call, shader setup code into a…
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DX10 Skybox Shader

I'm trying to write a skybox shader in DX10 using the following HLSL code: ////////////////////////////////////////////////////////////////////////// // world matrix for each rendered object float4x4 g_mWorld; // single cubemap texture Texture2D…
Simononon
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