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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Do I need CreateSharedHandle to pass a ID3D11Texture2D to another thread?

As the title says: do I need to use CreateSharedHandle to pass a ID3D11Texture2D generated in a thread to another thread in the same process? My use case is that each thread would use the texture with its own device created on the same adapter.
Dean
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How to render ID3D11Texture2D resource using DXGISwapChain BackBuffer

capturing windows screen using AcquireNextFrame DirectX11 API, I have too much confusion on rendering part. How to render ID3D11Texture2D resource in to a window using DXGI_SWAP_CHAIN_DESC1 backBuffer. In the code GetFrame(&Frame, &TimeOut) function…
Krish
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Failing to properly initialize a 2D texture from memory in Direct3D 11

I am trying to produce a simple array in system memory that represent a R8G8B8A8 texture and than transfer that texture to the GPU memory. First, I allocate an array and fill it with the desired green color data: frame.width = 3; …
Elad Maimoni
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Direct3D11: Flipping ID3D11Texture2D

I perform a capture of Direct3D back buffer. When I download the pixels the image frame is flipped along its vertical axis.Is it possible to "tell" D3D to flip the frame when copying resource,or when creating target ID3D11Texture2D ? Here is how I…
Michael IV
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Direct2D command lists + multithreading

I'm researching options to offload D2D work from a render thread to a worker thread. The D2D worker thread would be used to generate textures (i.e., drawing to DXGI surface owned by the render thread's D3D context). The textures that get generated…
user8709
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In an example code of the book "introduction to 3d game programming with directx 11"

void GeometryGenerator::Subdivide(MeshData& meshData) { // Save a copy of the input geometry. MeshData inputCopy = meshData; meshData.Vertices.resize(0); meshData.Indices.resize(0); // v1 // * // / \ …
Owen
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Confusion about Texture2D and ShaderResourceViews

I am new to Direct3D11 and I am currently trying to create a texture programatically within my code using this code I found online: // Some Constants int w = 256; int h = 256; int bpp = 4; int *buf = new int[w*h]; //declarations ID3D11Texture2D*…
NAKASSEIN
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C# SharpDX how to set texture coordinates correctly?

I am trying to render texture on a cube. However, I do something wrong. I have the texture but coordinates looks like wrong and I do not know how to set it correctly. What am I missing ? I think I must do something about IndexBuffer and UV. However,…
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Can I write Debug Layer messages to stderr in Direct3D11?

I am currently trying to make a small console application that uses Direct3D11 to render images from HLSL. Direct3D11 emits a lot of useful information to the debug layer, which I can access running under a debugger, but I would like to be able to…
DRMacIver
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Converting RGBA data between DXGI formats

I need to convert ID3D11Texture2D texture of type DXGI_FORMAT_R32G32B32A32_TYPELESS to a texture of type DXGI_FORMAT_B8G8R8A8_TYPELESS (or any other 32-bit RGBA type) efficiently. Basically reducing 128 bits per pixel texture to 32 bits per pixel.…
superg
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Direct3D11 renders only lines, and in weird order

I have reduced a previous rending problem to a core where I am stuck. I have a vertex buffer, consisting of 4 vertices, arranged in a plane (labeled 0 to 3): 1. .2 0. .3 and an according index buffer {0,1,2,3,0}. Now, when I render with…
Makx
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Error 0x80070057 depending on file containing vertex shader code

this being my first question, please provide me with a little mercy. I am currently working with the following bits of shader code in the Pixel Shader: struct PixelShaderInput { float4 pos : SV_POSITION; }; float4 main(PixelShaderInput…
Tam HANNA
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Direct3D11 wrong vertex transformations in vertex shader

I'm trying to run a practice of D3D 11 rendering system to load and render FBX files but I have a problem transforming vertex in vertex shader. I don't suppose what is wrong, in Visual Studio Graphics Debugger I can see the mesh passed to pipeline…
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file_not_found error - directx tool kit with visual studio 2015

I am trying to migrate a program that I wrote a couple of years ago (scientific computation) in order to update it and add new functionalities. My operating system is Windows 10. I am using Visual Studio Community 2015. No special problem to migrate…
hdevred
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How to synchronize Direct3D 11 overlay with WPF Viewport3D?

I’m developing a WPF application showing a 3D scene. While I use the Viewport3D control to display 2D WPF controls within that scene, I use native Direct3D 11 in a transparent overlay window for complex animated 3D geometries. This works fine. The…