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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Wireframe in SlimDX Direct3D11

I am trying to render a wireframe 3D Model using SlimDX. After googling I only found advanced topics, not how to draw wireframe in SlimDX. They say I have to use a shader to do it. Since I am new to DirectX, I do not really understand HLSL. How can…
user1418759
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D3D11 in Metro doesn't support D3DReflect? (Why Not?)

D3D11 in Metro doesn't support D3DReflect. Why not? My API uses this to dynamically get the constant buffer sizes of shaders. Is there any other way to get a constant buffer size dynamically in D3D11 without a ID3D11ShaderReflection object? Or get…
zezba9000
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can multiple shaders with different vertex input types use the same vertex buffer?

Let's say that i've got a model. This model has data for position, color, normals, and 2 texture coords. Now let's say i have a shader who's input type is position and color only. However, this model's vertex buffer is in the format of: struct…
FatalCatharsis
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Beginning Direct3D, simple triangle not rendering

I've been playing around with making games for a little while now, using SDL at first and then SFML. It's been nice to have the basics done for me, but now I'd like to take another step and learn how to do the graphics from the ground up. So I'm…
Martin Wedvich
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GetAvailableTextureMem equivalent in Direct3D 11

I am looking for a possibility to get an estimation of the free texture memory in Direct3D, like it was possible using IDirect3DDevice9::GetAvailableTextureMem, but did not find anything so far. Any suggestions?
Christoph
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Direct3D 11 (Vortice) stutters in Windows.Forms Control (works fine in Form or WinUI)

I am using the window handle of a Windows.Forms.Control to draw 3D data using the Vortice library. It takes about 1 or 2 seconds to draw one frame which is very slow of course. The individual draws are very fast though (analyzed using the graphics…
testalino
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High performance loss when using multiple SwapChains

My application needs to render images to multiple windows. To do this I create a SwapChain for each window. However, I noticed a large perfomance loss when I render two images to two windows in comparison to rendering the images of the same size…
Grimkin
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Texture transform matrix in a constantbuffer not working properly

I'm trying to clip a texture by hardcoding the texture coordinates through 0 and 1, and then sending a constantbuffer containing a 3x3 texture transform matrix to the vertexshader. However, the texture is not rendering as I expected it to. I'm not…
xcrypt
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In DirectX 11, how to create and register two buffers in SwapChain (DXGI_SWAP_CHAIN_DESC)

I am a beginner of DirectX 11, and following the book Beginning DirectX 11, in chapter 2, there is a code for creating a buffer using the following code: DXGI_SWAP_CHAIN_DESC swapChainDesc; ZeroMemory( &swapChainDesc, sizeof( swapChainDesc )…
SpeedBirdNine
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Incorrect automatic full screen resolution

The problem briefly. I'm just starting out with Direct3D 11 and DXGI and I've encountered a problem which plagues me not only in my project, but also in other games as well. When I start my application in full screen mode for some reason it doesn't…
bub1ick
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SOLVED: Faster HLSL code? Wondering about lower CPU overhead when rendering quads in 3-space

!!!UPDATE!!! Using the vertex shader to generate quads via DrawInstanced() calls definitely reduced CPU overhead and increased quads drawn per second. But there was much more performance to be found by using a combination of instanced drawing via a…
Zenefess
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how to get soft particle effect using direct3d 11 api

I tried all the ways to calculate the particle alpha, and set shaderResource to the draw process, in the renderdoc, the screenDepthTexture is always no Resource.
Loyio
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How to make an overlay

I'm wondering how I can create an overlay with Direct3D11 (C++). (Like the xfire game chat that renders content over another program in fullscreen) I know the basics of Direct3D11, but I have no idea how to make programs communicate with each…
xcrypt
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Should I reuse the same constant buffer in multiple shader stages?

For example, instead of: VertexShader.hlsl cbuffer VSPerInstance : register(b0){ matrix World, View, Projection; }; PixelShader.hlsl cbuffer PSPerInstance : register(b0){ float4 AmbientColor; float4 DiffuseColor; float4…
Sol Sol
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Desktop region capture with Vortice.DXGI return black bitmap

When capturing the desktop using Vortice with the code below it works just fine. Although, when I try to use any other value than 0 for the X or Y location of the rectangle it only returns frame as a black bitmap. The code I used for reference is…