Questions tagged [directx-11]

DirectX 11 is the 11th version of Microsoft's DirectX API, which is used to develop and handle tasks related to Multimedia, such as game programming, 3d visualizations and video on Microsoft platforms. DirectX 11 runs on Windows Vista, Windows 7, Windows 8, Windows 10, and Xbox One.

DirectX 11 is the 11th version of Microsoft's DirectX API (), which is used to develop and handle tasks related to Multimedia, such as game programming, 3d visualizations and video on Microsoft platforms. DirectX 11 runs on Windows Vista (), Windows 7 (), Windows 8 (), Windows 10 (), and Xbox One ().

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DX11 Alpha blending when rendering to a texture

FINAL EDIT: Resolved... just needed to learn how alpha blending works in-depth. I should have had: oBlendStateDesc.RenderTarget[a].DestBlendAlpha = D3D11_BLEND_ZERO; ...set to D3D11_BLEND_ONE to preserve the alpha. When rendering to the backbuffer…
Ben Y
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DirectX Device CAPS

I read the following in the DirectX 10 documentation: "Legacy hardware capability bits (caps) have been removed in favor of a rich set of guaranteed functionality, which targets Direct3D 10-class hardware (minimum)." "Removal of CAPS bits - Direct3D…
links77
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VS2012, Windows 8, DirectX and their SDKs

I've recently installed the Visual Studio 2012 Express for Windows Desktop. Along with it, a part of Windows 8 SDK was installed as well. Currently I want to develop programs only for Windows Vista/7 platform with DirectX 11. Up until now I just…
Spook
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Rendering text with DX11

I am trying to figure out how to draw text on screen in SlimDX. Initial research is not encouraging. The only concrete example I found was this: http://www.aaronblog.us/?p=36 I am trying to port this to my code, but it's proving extremely difficult,…
CdrTomalak
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How can I use cmake to compile .fx files

According to this MSDN blog entry it is recommended to compile .fx effect files with fxc as part of your build process. Given a list of fx files, how do I tell cmake to add some to my project files (VS2010)?
ltjax
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Debugging a WPF application with PIX / Visual Studio 11

i´m just working on a WPF application which uses DirectX 11 to render contents. Now the problem is, that i´m not able to debug DirectX. If i´m using PIX, i always get an Error: 0x00000007b, that the application was unable to start (after clicking…
SharpShade
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Rendering on a WPF Control with DirectX 11

I am trying to create a map editor based on WPF. Currently I'm using a hack to render DirectX contents. I created a WinFormsHost and rendered on a WinForms-Panel. This all because DirectX (I´m using DirectX 11 with Featurelevel 10) wants a Handle…
SharpShade
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Will Crossfire/SLI benefit Compute Shader performace?

I'm digging into DX11 Compute Shaders. And I wonder if there will be any performance increase with adding one more video card with Crossfire/SLI. Or adding one more video card without using Crossfire/SLI. Has anyone experimented with this?
Valentin Simonov
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Getting transformed vertices back from the GPU in DirectX 10/11

The graphics engine I am developing has developed a major bottleneck which is matrix transforms on vertices (nearly no static vertices at all). So far I've been transforming the vertices with the CPU and updating the vertex buffer every frame (the…
Jake Freelander
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Enforce use of independent flip mode with DXGI FLIP SwapChain

I currently face a problem with DXGI Swapchains (DirectX 11). My C++ application shows (live) video and my goal is to minimize latency. I have no user input to process. In order to decrease latency I switched to a DXGI_SWAP_EFFECT_FLIP_DISCARD…
Werner K
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Convert from Direct3D11CaptureFrame to OpenCV's cv::Mat

I'm trying to convert from a Direct3D11CaptureFrame, obtained as in the example from Microsoft's Screen Capture documentation (and verified to be correct by saving it on disk), to a cv::Mat. I am converting the frame's surface into a ID3D11Texture2D…
Xavi
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How to use glImportMemoryWin32HandleEXT to share an ID3D11Texture2D KeyedMutex Shared handle with OpenGL?

I am investigating how to do cross-process interop with OpenGL and Direct3D 11 using the EXT_external_objects, EXT_external_objects_win32 and EXT_win32_keyed_mutex OpenGL extensions. My goal is to share a B8G8R8A8_UNORM texture (an external library…
chyyran
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Does the backbuffer that a RenderTargetView points to automagically change after Present?

I've created a ID3D11RenderTargetView by specifying the ID3D11Texture2D* of back buffer 0 in the swap chain. But I'm unclear on what happens after _pSwapChain->Present(0, 0) is called. Presumably what the ID3D11RenderTargetView had been pointing to…
cecil
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Veldrid WPF Control

I am using Veldrid as the common 3D framework for an application that is required to be available in both UWP and WPF. I got it working fine with UWP by using UWP's SwapchainPanel control and Veldrid's SwapchainSource.CreateUwp method. However I'm…
Andrew
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Alternatives to D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS?

This is a followon to this question about using the DX11VideoRenderer sample (a replacement for EVR that uses DirectX11 instead of EVR's DirectX9). I've been trying to track down why it uses so much more CPU than the EVR. Task Manager shows me that…
David Wohlferd
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