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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Creating a DirectX10 Swapchain and Device by passing in a IDXGIAdapter

I am attempting to create a device and swapchain from a IDXGIAdapter. All my code succeeds untill a call to CreateSwapChain which returns DXGI_ERROR_INVALID_CALL. MSDN says a return of DXGI_ERROR_INVALID_CALL can happen when DXGI_SWAP_CHAIN_DESC is…
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Using a Macro for Assignment and Error Checking

Short story is that I want this behavior: #if defined(DEBUG) || defined(_DEBUG) #define CHECK_HRESULT(x) \ { \ HRESULT hr = (x); …
Duncan
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C++ DirectX FPS Camera Weirdness

Hey recently I have been trying to make a good working camera in DirectX 9 but I have had problems. So let me show you some of my code. I don't use the D3DXMatrixLookAtLH function because i want to rotate the camera too. D3DXMATRIX matView, …
Arturs Lapins
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Why is duplicate text being rendered onto the Z buffer of a different texture when using D3DXFont::DrawText?

I've been stumbling over this for a while and was wondering if anyone has run into this problem before. The application I'm working on is divided into multiple data plots and a single timeline at the bottom of the screen. Each plot (which is…
bsruth
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Most basic transformed vertex-drawing with Direct3D

I'm absolutely new to DirectX and I'd like to draw some untransformed primitives with the most basic Direct3D configuration (for learning purposes). I already drew some primitives with transformed vertices, that is vertices with the D3DFVF_XYZRHW…
Paul
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Combining Direct3D, Axis to make multiple IP camera GUI

Right now, what I'm trying to do is to make a new GUI, essentially a software using directX (more exact, direct3D), that display streaming images from Axis IP cameras. For the time being I figured that the flow for the entire program would be like…
Sodrohu
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Fast paletted screen blit with Direct3D 9

A game uses software rendering to draw a full-screen paletted (8-bit) image in memory. What's the fastest way to put that image on the screen, using Direct3D? Currently I convert the paletted image to RGB in software, then put it on a…
Vladimir Panteleev
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Compilation error: "error MSB3774: Could not find SDK "Microsoft.VCLibs, Version=11.0""

I am trying to begin the Direct3D tutorial at http://msdn.microsoft.com/en-us/library/windows/apps/hh780567.aspx. I created my new project, and the first part of the tutorial at http://msdn.microsoft.com/en-us/library/windows/apps/hh780569.aspx says…
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Target a commonly-available runtime version of Direct3D

I would like to add Direct3D as an optional graphics backend of a 2D game to get around DirectDraw's limitations (such as the horrid DirectDraw emulation in Windows 8). Can I do this in such a way that the majority of users would not need to install…
Vladimir Panteleev
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Render XAML inside Direct3D in Windows Store App

I would like to render XAML to texture/bitmap and draw the texture/bitmap inside Direct3D (for example, place it on a cube side). To achieve that on Windows Phone I could use UIElementRender. It produces texture, which can be drawn anywhere in 3D…
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WPF frame rate unusably low when D3D application is running

I am encountering a problem where a WPF application runs with a very low frame rate when a D3D application is running at the same time. The situation is as follows: The first application is a Winforms form that renders 3D graphics using SlimDX and…
Michael
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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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Direct3D Rotation Matrix from Vector and vice-versa

I need to compute a rotation matrix from a direction vector, and a direction vector from a rotation matrix. The up direction should correspond to the z-axis, forward is y and right is x; D3DXMATRIX m; // the rotation matrix D3DXVECTOR3 v; //…
Beta Carotin
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Is Direct3D feasible for zoom and pan of large images?

I want to make an image viewer for large images (up to 2000 x 8000 pixels) with very responsive zooming and panning, say 30 FPS or more. One option I came up with is to create a 3D scene with the image as a sort of fixed billboard, then move the…
shoelzer
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How do I pass multiple device CreateFlags when creating a DX9 device?

I am using SlimDX(DX9) but I imagine its the same for all versions of DX. I am trying to pass both the CreateFlags.HardwareVertexProssesing and CreateFlags.Multithreaded but I can't figure out how.
Alexander Van Atta
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