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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Under what circumstances does DirectX not paint over child windows of the window whose handle was passed to CreateDevice()?

There is an interesting behaviour of DirectX where it differs between the Windows implementation (DirectX 11) and the Wine implementation under Linux. In order to determine whether it is a bug in the Wine implementation or the program, I’d like to…
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Convert Direct3D C++ function to Delphi

I'm trying to convert this C++ Direct3D function to Delphi, but I'm with a trouble.. HRESULT GenerateTexture(IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32) { if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0,…
paulohr
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D3D9 Alpha Blending on the surfaces

I have a surface (OffScreenPlain or RenderTarget with D3DFMT_A8R8G8B8) which I copy pixels (ARGB) to, from a third party function. Before pixel copying, Bits are accessed by LockRect. This surface is then StretchRect to the Backbuffer which is…
Indy9000
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ID3D10Texture2D scroll contents

I am a novice user of DirectX technologies. How can I scroll a contents of ID3D10Texture2D? using bitblt. Something like BitBlt on GDI device context where src and dst hdc are the same. I have ID3D10Texture2D from IDXGISurface which scrolling is my…
Roman
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Detect if whisper compatible GPU

In a .NET 6.0 project I am using this C# port to transcribe audio to text. On a PC with a GeForce 8600, the application crashes completely when calling Library.loadModel(). From what I have found, Whisper requires 1GB of video memory and D3D…
stefan
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Direct3D with sRGB - Gamma Corrected Colors

I'm coming from a Direct3D 9 background, and recently switched my custom game engine over to Direct3D12. After some research, it looked like using one of the *_SRGB formats was the way to go, because it corrected the gamma level. Immediately, I…
Robert
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How to pass an existing IDXGIAdapter to D3D11CreateDevice() to create a D3D11Device for a specific adapter?

Goal: I would like to pass a previously instantiated IDXGIAdapter to ID3D11CreateDevice(...) so that I have the control which adapter is used when creating the D3D11 device. Setup: I am using the following sources of inspiration and in-dept…
rbaleksandar
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cv::handleMessage OpenCV | GStreamer warning: Embedded video playback halted; module udpsrc1 reported: Internal data stream error

I am using below list of version. opencv-4.2.0, Gstreamer-1.20.2, python 3.7, windows 10. I want to play video using Gstreamer rtsp camera.why this gst-pipeline it's not run on vscode python but these gst-pipeline perfectly run on…
AD Thumar
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how can I run this pipeline with color streaming on Gstreamer

I'm trying to this pipeline running on my webcam using python. "rtspsrc location=rtsp://... ! parsebin ! d3d11h265dec ! d3d11convert ! video/x-raw(memory:D3D11Memory), format=(string)NV12 ! d3d11download ! appsink"
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How to use IDirect3D9 functions

I am trying to use the function GetAdapterIdentifier but for some reason I keep on getting an error g++ main.cpp -ld3d9 -ld3dcompiler -lgdi32 -static -static-libstdc++ -o output main.cpp: In function 'int main()': main.cpp:22:59: error: cannot call…
netrunner
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Explanation of this code construction

I have code like this (it's declaration of interface functions which are implemented in DLL file - it's from book - Course PTR 3D Game Engine Programming): extern "C" { HRESULT CreateRenderDevice(HINSTANCE hDLL, ZFXRenderDevice **pInterface); …
user867308
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Star Wars holographic effect in GLSL / HLSL shader

Does anybody have any idea how to implement Star Wars like holographic effect in HLSL / GLSL ?
Eli Ben-Ami
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CreateDIBSection returns inconsistent bitmap bit values for the same image

This is an extended question about CreateDIBSection. I used it to get the bitMap bit value of the same image which drawn using Direct3D, to verify its consistency of Direct3D rendering, i.e. as long as I get the same bitMap bit value every time I…
MK 5012
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D3DXCompileShader strange errors when run outside of Visual Studio

I've got two questions really. The first is more a description of events: software uses DirectX 9 and compiles shaders at start-up from resources. The shaders compile fine with both debug and release versions when you run the software from…
Robinson
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is screenshotting by DirectDraw faster than GDI way?

just to save some time, probably anybody tried this or saw somewhere related info. asking about DirectDraw and not about DirectX because I need to support Win2000 and up, and I cannot install DirectX on target PC
Andriy Tylychko
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