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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Dynamic branching in HLSL Shader Model 4.1

I can't seem to find a conclusive answer to this anywhere, so perhaps someone here can help. I am building a vertex shader (HLSL Shader Model 4.1) for Direct3D 11, and to reduce the number of draw calls I need to do, I want this shader to execute…
d7samurai
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DirectX-11 Vertex Shader Runtime Compilation Issue

I'm trying to follow this simple Direct3D tutorial by Microsoft online here: http://msdn.microsoft.com/en-us/library/windows/apps/ff729719.aspx. I've downloaded the source code, and for the life of me I can't get the code to execute properly! I'm…
maxbart
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How do I enable depth test in Direct3D 11?

I am experimenting with Direct3D 11 API and I am not very familiar with D3D. I have always OpenGL for my projects. So far I've managed to draw simple triangle. Now I want to draw some more complicated objects but there is a problem. I don't know how…
user3731418
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3DTexture-based Volume Rendering

I've been trying to get a series of 2D images, all same in size and formatted as a raw data, loaded into a 3D texture and then render that 3D texture on the screen. As I'm still pretty new with DirectX, I'm not sure what I'm doing wrong. Here's the…
Marko
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D3D11_INPUT_ELEMENT_DESC: Element types / ordering / packing

Are there concerns (performance or other) related to the types / ordering of elements in a D3D11_INPUT_ELEMENT_DESC structure? For example, I now have an input layout defined like this: D3D11_INPUT_ELEMENT_DESC QuadInputLayoutDescription[] = { {…
d7samurai
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d3d11 alt-tab on fullscreen gives strange result

First of all after 4 hours of debugging I have no problem with my code. But I'm curious why I had issue that I had. I created fullscreen window with d3d11 rendering. Problem occurred when I tried to alt-tab window and didn't have Present() in my…
padura
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wp8 D3D11, when interrupt, I can't release SRV which is current using

I create the project for winphone8 use the template Direct3D & XAML, when I pressed win button, it call OnNavigatedFrom for interrupt, here I release all the D3D11 ID3D11ShaderResourceView* and hope to recreate them when back to my game. I print log…
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Why do my squares do this (index buffer issue)?

Why do my squares do this (index buffer issue)? I have set the following vertices and indices: struct VERTEX { float X, Y, Z; float R, G, B; }; const unsigned short SquareVertices::indices[ 6 ] = { 0, 1, 2, 0, 2, 3 }; const VERTEX…
Jimmyt1988
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Why MRT rendering fails when the shaders run on the primary graphics card?

I have a laptop with two graphics cards: the integrated Intel one and an NVidia GeForce 610M card. I use MRT to do some GPGPU tasks using Direct3D 11 (using D3D_FEATURE_LEVEL_11_0). I have problems with the blending (the graphics card should support…
WebMonster
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How do I get slot number for texture by name?

Using Direct3D 11 and SharpDX, given the name of a Texture Map as declared in the shader, how do I know what slot to assign my Sampler and TextureView to? Documentation indicates I can use ShaderReflection, however it is not clear how... void…
Jacob Foshee
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direct3d11.1 id3d11device1 can't use 11.1 features (win7)

I have successfully created d3d11.1 device and it's context (ID3D11Device1, ID3D11DeviceContext1) using the method described in documentation : dxhr = D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, dev_flags, NULL, 0,…
sepul
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Where is D3DERR_INVALIDCALL (return code of D3D11CreateDevice) defined?

The MSDN documentation says that D3D11CreateDevice returns one of the Direct3D 11 Return Codes. Among them is D3DERR_INVALIDCALL. But where is D3DERR_INVALIDCALL defined? Am using the newst Windows SDK. Which header file do I need to include?
Vertexwahn
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Where Does Direct3D11 Allocate Resource Objects?

I've been reading up on Direct3D11 a lot (including right here on stack overflow!) and in all my research I haven't been able to conclusively answer this question: When a Resource object (i.e. a Buffer or a Texture object) is created, for example…
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Render video using direct3D

We have an old application uisng DirectDraw 8. It writes pixel by pixel to video memory directly and everything is fine. Now I need port it into a windows stores app. Media Foundation seems to be the recommended path for rendering video and went…
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FXC /Od problems on DirectX 10 Hardware

I'm having a weird problem with FXC and DirectX 11. Running on a DirectX 10.0 compliant (admittedly crappy) integrated graphic card, my shaders are not working if I use FXC to compile them at build time with the flag /Od. Looking at the graphics…
EricRRichards
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