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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Error during device creation (D3DERR_NOTAVAILABLE)

I am trying to convert the SlimDX device creation tutorial from DX11 to DX9. It is a very simple tutorial where you create a windows add a dx9 device and fill the screen with a solid color. However I am getting a D3DERR_NOTAVAILABLE error thrown…
Alexander Van Atta
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Is it possible to mix Direct3D content in a WinRT XAML application?

My XAML application could use some 3d elements. Is it possible to mix Direct3D content in a WinRT XAML application?
Jerry Nixon
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SlimDX (DirectX10) - How to change a texel in Texture?

I try to change the texels of a Texture which is already loaded. My assumption was to use the Texture2D::Map and UnMap functions, but there is no change when I change the data of given DataRectangle. I need a simple example like, creating a texture…
plucked
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Best way to update a Direct3D Texture

I need to render some CPU generated images in Direct3D 9 and I'm not sure of the best way to get the texture data onto the graphics card as there seems to be a number of approaches. My usage path goes along the following lines each frame Render a…
Fire Lancer
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C++ std::map string to pointer

I am currently using C++ with Direct3D and am trying to alter my asset storage. Right now my assets are stored as "vector textureList" and are obtained using enumerated definitions. I wanted to make the class more open by using the STL map class.…
user1539405
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Getting the color of a vertex in HLSL?

I have the following vertex and pixel shaders: struct VS_INPUT { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float4 Color : TEXCOORD1; }; struct VS_OUTPUT { float4 Position : POSITION0; …
jmasterx
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How can I use XamlUIPresenter?

In WinRT we have new class "XamlUIPresenter". XamlUIPresenter enables presenting a visual tree on a Microsoft Direct3D surface. But there are not any demos or examples of using it. How I can use this class? How I can get Direct3D surface? Can I…
AndreyAkinshin
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Windows xp 32bits d3d9.dll vs Windows 7 64bits d3d9.dll

I have issue to do code cave for my hack. windows xp 32bits d3d9.dll runtime return addresses 4fe50000 (base address) 4fe58840 (drawindexedprimitive virtual table address) 4fe571b0 (endscene virtual table address) windows 7 64bits d3d9.dll runtime…
lannyboy
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ID3DX10Mesh and ID3DXMesh Guids EXACTLY the same

I'm doing C# interop with Direct3D (I know about SlimDX and XNA so let's not get into the merits of this) and I'm calling D3DX10CreateMesh passing it my ID3DX10Mesh interface. I'm getting an error saying "No such interface supported (Exception from…
klempie
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Do FrontBuffer have alpha value?

I was trying to save a .tga image using GetFrontBufferData method,but alpha value is lost.They are totally one.I could get right alpha value from RenderTarget or BackBuffer,but not rgb value is not correct.Even the scene present to show…
April
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How can I detect if PIX is running?

My application adapts to a slow framerate in a few different ways. When I run a PIX experiment, rendering gets much slower so these techniques get activated. I would like to disable this without having to do a seperate build when I want to use…
IronMensan
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Direct3D Window

I'd like to start learning Direct3D, but I'm unable to fully focus on it with 99% of the code in tutorials targeted only at creating and maintaining a window, which I don't even care about. I want to know if there's a way I could jump straight into…
ConcernedMan
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Copying data of a IDirect3DSurface to another IDirect3DSurface which are created with two directx devices

There is a window with its own Direct3D device, lets call it mainWindow. mainWindow and its things are created by some other people. They have given me some Direct3D Surfaces (IDirect3DSurface9 pointers) which they are drawing on the mainWindow. I…
Deamonpog
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Fastest way to update a Direct3D mesh's vertex buffer?

I have a terrain mesh where just the Z value for each vertex needs to be updated every frame. My current method looks like this: int stepping = CustomVertex.PositionNormalTextured.StrideSize / 4; //ZPtr points to the Z value of the first…
HypnoToad
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Efficient way to render a bunch of layered textures?

What's the efficient way to render a bunch of layered textures? I have some semitransparent textured rectangles that I position randomly in 3D space and render them from back to front. Currently I call d3dContext->PSSetShaderResources() to feed the…
Filip Skakun
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