Questions tagged [direct3d]

Direct3D is a high-performance, COM-based API for accessing graphics hardware (GPUs) in a device-independent way on Microsoft platforms.

Direct3D is a high-performance, COM-based API for accessing graphics hardware (GPUs) in a device-independent way on Microsoft platforms.

It is typically used for video game development, in contrast to the OpenGL API, which is more often used in data visualization tasks.

There are several versions of the Direct3D API, each of which corresponding to a different generation of graphics hardware.

  • Direct3D 7 incorporated hardware-accelerated transformation and lighting (NVidia Geforce, ATi Radeon).
  • Direct3D 8 added limited support for programmable graphics hardware (pixel and vertex shaders) using a specially-designed shader assembler syntax (NVidia Geforce 3, ATi Radeon 8500).
  • Direct3D 9 greatly improved support for programmable shader hardware, allowing for fairly complex shader programs (NVidia Geforce FX, ATi Radeon 9500), as well as incorporating a high-level language for writing shader programs (HLSL, basically identical to NVidia Cg).
  • Direct3D 10 featured a completely restructured API while removing support for fixed-function hardware and assembler shader programs (NVidia Geforce 8). While previous versions of Direct3D were backwards-compatible, Direct3D 10 works only on capable hardware.
  • Direct3D 11 added support for different levels of graphics hardware functionality, unifying support for "modern" (fully-programmable) as well as "legacy" (fixed-function or partially-programmable) GPUs.

Microsoft's XBox game consoles' GPUs are programmed using a variant of Direct3D (a Direct3D 8 variant on the original XBox, and an improved Direct3D 9 variant on the XBox 360, with added support for some Direct3D 10 features such as tesselation).

More information at http://en.wikipedia.org/wiki/Direct3D

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How to send a Wic based Render Target on the screen?

I'm trying to understand how does Office 2013 - the part where it draws content to the screen. My findings to far: Office is creating a Wic based bitmap, using CreateWicBitmapRenderTarget. Using this Render Target, Office uses various drawing…
Uri London
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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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Add texture images on each face of a 3d cube using Direct3d windows phone 8

I have managed to draw a 3D cube using Direct3D for windows phone 8. I would like to draw different image texture on each face of the cube and change the image texture position to a different face of the cube on rotation of the cube. Any lead with…
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What "WorldXf" means in FX Composer2.5

I'm a beginner to learn HLSL (Direct 3D Shader). Here are some codes to build a simple LSLS Light app. My question is what "WorldXf" means in the Function mainVS(). The codes is in the 【Fx Composer2.5】 Codes are fllowing : float4x4 WorldViewProj :…
MiLu
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How to achieve D3D output with premultiplied alpha for use with D3DImage in WPF?

We are using a D3DImage in WPF to display partly transparent 3D content rendered using Direct3D on a background which is created in WPF. So, we have something like this:
gehho
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How do I render a fullscreen frame with a different resolution than my display?

I am in the process of teaching myself DirectX development while going through all the tutorials on http://directxtutorial.com/. I have run into a problem that I believe is related to me having multiple monitors. My display is 1920 x 1080. When…
Brandon
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How can I duplicate a surface inside the graphics card memory?

I want to duplicate a surface in graphic card memory (Is it called Video Memory?), this is how I get a back buffer surface: HRESULT hRes = m_pDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, IREF_GETPPTR(pBackBuffer,IDirect3DSurface9));…
XLinC
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Draw Transparent Vertex Buffer

How can one draw the contents of a vertex/index buffer with transparency without passing color coordinates to the FVF and without using a shader, what is the fixed function solution?
Goombert
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Direct3D conversion of float to 8-bit channel

If i have A8R8G8B8 render target and assign float number to alpha in return of pixel shader, how in this case 32-bit float would be converted to fit 8-bit?
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Window created but not visible

I have a problem with Winapi window. I have an app, which might (but not necessarily) start in fullscreen mode, and if it does, I cannot have an empty window shown before switching to fullscreen. So, what I am doing is: Create…
mag_zbc
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DirectX CreateRenderTargetView not properly initialized

For some reason I seem to be unable to initialize my RenderTargetView (it stays NULL) which causes an access violation. Here is the line that should initialize the RenderTargetView: hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL,…
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Copy std::vector to void pointer

I have a std::vector where MyVertex is a struct. I have to push this data to the vertex buffer in Direct3D 9 and the examples I've seen use a memcpy. Unfortunately, memcpy crashes my application so I'm definitely doing something…
Marnix
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Windows 7/8 Screen overlay VC++

I am working on an application that would display things(graphics, texts, etc) like an OSD in Windows. The problem is that I am a newbie in windows programming and I couldn't find any proper solution. What I've tried: 1: I tried to create a layered…
Norbert
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Converting text to mesh

I need to convert text (string+font) into mesh (vertices, indices, triangles etc), but I don't need to draw anything. I'll just get a string from one API and push it as vertices & indices to another. What's the simplest/easiest/best way of doing…
Simo Erkinheimo
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How to compile and use FBX model files with VS2012?

I'm using Direct3D 11 and Visual Studio 2012. I've read that VS2012 can automatically compile FBX files during the build phase, similar to HLSL files. I haven't been able to find any documentation on how to do this, though. What build action do I…
Ryan
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