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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Is there a performance penalty for creating Direct3D vertices with all semantic types?

In Direct3D, you can create any type of Vertex you like. You can have a simple Vertex with just positional information, or you could add colour info, texture info, etc etc. When creating your input layout, you define what parts of a Vertex you've…
Mark Ingram
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Tutorial 2 of msdn "Direct3D Tutorial Win32 Sample"

Hi I am trying to do Tutorial2 of https://code.msdn.microsoft.com/windowsdesktop/Direct3D-Tutorial-Win32-829979ef#content. In Tutorial 1 I had to add #pragma comment(lib,"d3d11.lib") to make it work. In Tutorial 2, I added 2 pragmas,#pragma…
Niraj
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Appcrash when mixing Direct2D and Direct3D (SlimDX)

In my Direct3D 10.1 application, I'm trying to mix D2D and D3D drawing code. While the drawing code works fine, the app invariably crashes (in module d3d11.dll, with code c0000005) after an indeterminate amount of time (minutes, not hours). I've…
Ani
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DirectX won't let me use D3D_DRIVER_TYPE_HARDWARE despite having a DirectX11 capable Graphics adapter

I'd like to use SharpDX for the rendering Engine of a WPF project (Windows 7, 64 bit, DirectX10 / 11) but i'm running into problems getting the samples to work. I can use the DirectX 9 samples though. The problem is likely not directly related to…
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What is the use of NPDrawingModelAsyncBitmapSurface in Mozilla NPAPI AsyncDrawing?

Mozilla exposes an AsyncDrawing API, that enables hardware accelerated rendering in an NPAPI plugin. While the NPDrawingModelAsyncWindowsSharedSurface mode requires Vista and higher, the NPDrawingModelAsyncBitmapSurface works also on Windows XP. But…
Gil
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How to do texture blending in Direct3D 10?

So far I've found out that you need to create a ID3D10BlendState object, call CreateBlendState() with a D3D10_BLEND_DESC struct, and call OMSetBlendState(). But I don't know how to call the Draw() functions and how to Apply() the textures. I have…
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C++ auto issue or my mistake ?!

Is auto universal and works with any API, or i am not using it correctly i guess should be work in this case but error, if i shall change it with concrete type will work, but why ? // Set vertex buffer auto stride =…
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