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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Direct3D11, some part of the model always in front of the others, probably about depth

I'm a new D3D programmer. When I tried to render a model, I got a strange problem.! you can see the picture, some part of the model always in front of the others. the model vertex only contains the following data { float x, y, z; float r, g,…
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Direct3D11 GL_RGBA4 equivalent?

Is there an equivalent GL_RGBA4 texture format for D3D11, I can't seem to find it. There is DXGI_FORMAT_B5G6R5_UNORM and DXGI_FORMAT_B5G5R5A1_UNORM 16 bit formats, but not the 4444 one. Even D3D9 has all of them, so I don't understand why D3D11…
zezba9000
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D3D10 Constant buffer not working

I am using a constant buffer to transfer data to my pixel shader The problem is that the buffer contains 0s in the shader during runtime for x, y, z, and w of the float4 member, regardless of what data is updated to the buffer Structure definitions…
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how do i create 3d bounding box? (Direct 3d 11, HLSL)

I am using direct 3d for the first time and i am looking for a way to represent bounding boxes (rectangles/cylinders/spheres). How do i outline the bounding box? Is this a shader, or do i use somthing else to create an outlined shape? chasester
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Unhandled exception @ ClearRenderTargetView()

So, I am using Visual Studio 2012 with the "onboard" Windows SDK 8, writing Direct3D11 applications and i have a huge problem. I have a class which handles all the initialization, setup and draw calls on top off D3D11. I instantiate the application…
Fractal Resurgence
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What blend equation is System.Drawing.SolidBrush using?

I have some GDI code that's drawing semi-transparent triangles using System.Drawing.SolidBrush. I'm trying to reimplement the code using a proper 3D rendering API (OpenGL/Direct3D11), but I'm not sure what blend equation to use for these triangles…
postgoodism
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DirectX Unproject troubles

I have an orthographic projection and I try to unproject a point from screen space. Following are the view and projection matrices: var w2 = ScreenWidthInPixels/2; var h2 = ScreenHeightInPixels/2; view = Matrix.LookAtLH(new Vector3(0, 0, -1), new…
thumbmunkeys
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Mapping a dynamic buffer in Direct3D11 in a Windows Store App

I'm trying to make instanced geometry in Direct3D11, and the ID3D11DeviceContext1->Map() call is failing with the very helpful error of "Invalid Parameter" when I'm attempting to update the instance buffer. The buffer is declared as a member…
Donnie
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World space coordinate in Direct3D

I have a background image on a Direct3D canvas. I am drawing a circle at a specific position on the background. After the canvas is zoomed/panned with a camera (using world/view/projection), the background is updated. Now the problem is, I can't…
Liton
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SlimDX Warp Device using KeyedMutex

I use Direct2D with DirectX11 via KeyedMutex. Everything works great if I am using a Hardware device. As soon as I default to Warp device I have a problem when I go to create a Texture2D object, I get the error message "Direct3D11Exception:…
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What should I do with multiple swapchains in DXGI?

It's confusing here. Is it that one swap chain cannot be accessed concurrently, or DXGI is completely not thread safe? If I have 2 swap chains for 2 display on one card, what is the best way I swap them? I can hardly find any resource on multiple…
BlueWanderer
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How do I properly render depth info in a separate pass for Shadow Maps in D3D11?

So I wanted to implement shadows in my D3D11 renderer. However, the Debug Layer gives me the warning D3D11 WARNING: ID3D11DeviceContext::OMSetRenderTargets: Resource being set to OM DepthStencil is still bound on input! [ STATE_SETTING WARNING #9:…
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Why does XMMatrixLookAtLH result in a debug error?

I am developing a DirectX 11 game in C++ and I am trying to create a view matrix but when I do I am getting the following debug error: Assertion failed! Program: ...ate-Direct3D11\Build\Debug\Template-Direct3D11.exe File: C:\Program Files…
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What causes an access violation in "D3D11CreateDeviceAndSwapChain" in fullscreen mode?

I am trying to create a swapchain from a dll. My process creates a window, initializes Direct3D11 and loads the dll. It works perfectly fine when the process creates a non fullscreen window. But as soon as the process creates a fullscreen window I…
James
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Why is Direct3D11's Input Assembler only drawing 1 object?

I've been writing Direct3D11 code using a vertex shader and pixel shader, a vertex buffer, an index buffer, an instance buffer, and a constant buffer. At one point I had everything working, but I didn't commit my code then and I was trying out other…
Andrew
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