Questions tagged [direct3d11]

Direct3D is part of Microsoft's DirectX application programming interface (API), which performs 3d graphics rendering in games, simulations etc. Direct3d11 is the 11th version of DirectX API released with DirectX 11 as a part of Windows 7. It provides additional features such as Tessellation, Multithreaded rendering and Compute shaders

Direct3D is part of Microsoft's DirectX application programming interface (API), which performs 3d graphics rendering in games, simulations etc. Direct3d11 is the 11th version of DirectX API released with DirectX 11.

Direct3D is used to render three dimensional graphics in applications where performance is important, such as games. Direct3D also allows applications to run fullscreen instead of embedded in a window, though they can still run in a window if programmed for that feature. Direct3D uses hardware acceleration if it is available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including z-buffering, anti-aliasing, alpha blending, mipmapping, atmospheric effects, and perspective-correct texture mapping. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media titles.

Direct3d11 is the 11th version of DirectX API released with DirectX 11 as a part of Windows 7. It provides additional features such as Tessellation, Multithreaded rendering and Compute shaders

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How do I create a depth stencil view?

I am in the making of a SharpDX game and I can't figure out how to make a depth stencil view. To be fair, I also don't really know what it is. I've looked everywhere I could find online and everything I do ends up with a black screen. Can someone…
BendedWills
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Incorrect render of a cube mesh in DirectX 11

I am practicing DirectX 11 following Frank Luna's book. I have implemented a demo that renders a cube, but the result is not correct. https://i.imgur.com/2uSkEiq.gif As I hope you can see from the image (I apologize for the low quality), it seems…
Arctic Pi
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IWICDdsDecoder fails to load Cube maps

I created a Texture Cube with NVidia's Texture Exporter Tool but I cannot load it with IWICDdsDecoder. It fails with 0x88982f61 : The image header is unrecognized.. On the other hand, normal 2D textures (Dimension = WICDdsTexture2D) created with…
CodeAngry
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Use a texture array as Direct2D surface render target

I try to create a Direct3D 11 texture array holding multiple pages of text rendered using DirectWrite and Direct2D. Suppose layout holds the IDWriteTextLayouts for the individual pages, then I try to do the following: { D3D11_TEXTURE2D_DESC…
Christoph
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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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How to best organize constant buffers

I'm having some trouble wrapping my head around how to organize the constant buffers in a very basic D3D11 engine I'm making. My main question is: Where does the biggest performance hit take place? When using Map/Unmap to update buffer data or when…
Kaiyen
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D3DImage and remote desktop

I wrote an app that renders 3D content with D3D 11.0, and presents in WPF with D3DImage. When the app is launched in a remote desktop session, after first couple of frames it receives IsFrontBufferAvailableChanged event, IsFrontBufferAvailable…
Soonts
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DirectX incorrect texture

My DirectX application does not render the texture correctly. Result: Expected from VS editor: As you can see the cat texture is not completely drawn. I 'm using WaveFrontReader to load the .OBJ and the .MTL files and WicTextureLoader to load the…
Michael Chourdakis
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CLSID_D2D1ChromaKey issues

I try to use DirectX ChromaKey effect, but my function stucks on some step. What I do: Create ID2D1Factory1 Create ID3D11Device and ID3D11DeviceContext Obtain DXGIResource from received texture Obtain shared handle from DXGIResource Open…
Olga Pshenichnikova
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SDL2: Can't get direct3d11 to show up as a renderer?

I'm trying to get SDL to use "direct3d11" as the render driver, since "direct3d" does not support SDL_BLENDOPERATION_MAXIMUM. According to this post on a related question, I should be able to see "direct3d11" as a renderer driver by looping through…
PieKing1215
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D3D11 CreateSwapChainForHwnd fails with either DXGI_ERROR_INVALID_CALL or E_INVALIDARG

I am trying to set up the correct context for hardware-accelerated h264 decoding and rendering using D3D11 - and failing at the very beginning, on the CreateSwapChainForHwnd() call. These are the versions of the interfaces I'm…
Efulefu
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What is the difference between SV_POSITION and POSITION?

While looking at the direct3d11 tutorial sample code, I saw code that I could not understand in the shader code. struct VS_INPUT { float4 Pos : POSITION; float4 Color : COLOR; }; struct PS_INPUT { float4 Pos : SV_POSITION; float4…
Ratisser
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Optimizing h264 MediaFoundation encoding

I'm writing a screen capture application that uses the UWP Screen Capture API. As a result, I get a callback each frame with a ID3D11Texture2D with the target screen or application's image, which I want to use as input to MediaFoundation's…
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DirectX negative W

I really was trying to find an answer on this very basic (at first sight) question. For simplicity depth test is disabled during further discussion (it doesn’t have a big deal). For example, we have triangle (after transformation) with next float4…
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How can I copy nvEncode input buffer to a Direct3d11 Texture?

I am using nvencode api for video encoding. My capture card copies frames to pre allocated input buffers (NV_ENC_INPUT_PTR) using direct dma transfers (GpuDirect). the sequence looks like so: nvEncodeApi->nvEncLockInputBuffer(_encoder,…
Elad Maimoni
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