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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How to determine the system DirectX is 11 or 11.1?

I am running Windows 7. When I use DxDiag, it shows the version as 11. When I use Visual Studio 2012 which can access Windows API, it can run the code with feature level D3D_FEATURE_LEVEL_11_1 So I agot confused, what is the exact version of my…
Adam Lee
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Jerky animation when scrolling image in WPF using SharpDX

I am trying to smoothly scroll some images across a window using DirectX11 via SharpDX in a WPF application. A bit of background: The images are signal returns, varying by time, that have been loaded from a file and loaded into D3D as a texture…
Matt
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Specular reflection in HLSL

I'am trying to understand specular reflection in HLSL and DirectX11 cbuffer ConstantBuffer : register( b0 ) { matrix World; // Матрица мира matrix View; // Матрица вида matrix Projection; // Матрица проекции …
user2872568
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Directx 11 Memory Management

I've been studying Directx 11 for a while now, but I'm still confused on how Directx 11 manages memory. For example, if I create a vertex buffer using ID3D11Device::CreateBuffer, where is the new buffer stored? I know it returns a pointer to the…
Sully Chen
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Avoiding DirectXMath XMStore/load

I have previously done OpenGL and am now learning some DirectX11. One of the things in the new math library is the presence of Load/Store methods for vectors and matrices (for example http://msdn.microsoft.com/en-us/library/ee415635(v=vs.85).aspx).…
KaiserJohaan
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DX11 convert pixel format BGRA to RGBA

I have currently the problem that a library creates a DX11 texture with BGRA pixel format. But the displaying library can only display RGBA correctly. (This means the colors are swapped in the rendered image) After looking around I found a simple…
MAGYS
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c++ DirectX 11 source code samples/examples?

My question for you guys are really about more resources. Ive gotten stuck in my homework and my school wants me to do stuff with shaders but has frank d luna as a resource which is all written in effect files. Which source code I might add, does…
Alex
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DirectX 11 CreateSwapChainForHwnd fails with E_ACCESSDENIED

I am developing a directX 11 application. I am using IDXGIFactory2::CreateSwapChainForHwnd to create the swap chain after creating the DX11 device. The DX11 code is in an object that gets destroyed then re-created to render another video stream to…
breakc0de
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Are there DirectX guidelines for binding and unbinding resources between draw calls?

All DirectX books and tutorials strongly recommend reducing resource allocations between draw calls to a minimum – yet I can’t find any guidelines that get more into details. Reviewing a lot of sample code found in the web, I have concluded that…
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how to check the content of the depth/stencil buffer

Sometimes, i want to output the content of depth/stencil buffer for debugging purpose. I did some search on google, but without any lucky. How to achieve that?
user2914677
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DirectX 11 Overlay

I'm writing a DirectX 11 overlay for a game. Creating textures is quite simple and I have good knowledge of C/C++. The problem I am having is in my test window I can print the texture but as soon as I change the camera angle the texture moves with…
user2600628
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DirectX 11 frontface direction

When creating a rasterizer I set the rasterizer description like so: rasterDesc.AntialiasedLineEnable = false; rasterDesc.CullMode = D3D11_CULL_BACK; rasterDesc.DepthBias = 0; rasterDesc.DepthBiasClamp = 0.0f; rasterDesc.DepthClipEnable =…
theCNG27
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Can not find a proper shadow mapping depth bias?

Hello there fellow programmers, I have found yet an other obstacle in improving shadow mapping. The question is that I am doing some shadow mapping, and can not find any suitable depth biases for it. Some time ago in my XNA project when I was doing…
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HLSL float array packing in constant buffer?

people. I have a problem passing a float array to vertex shader (HLSL) through constant buffer. I know that each "float" in the array below gets a 16-byte slot all by itself (space equivalent to float4) due to HLSL packing rule: // C++ struct struct…
Ben Goh
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XMMATRIX operator() working with xnamath.h but not with DirectXMath.h

I am new to directX programming and Visual C++ and I am having an issue migrating an example I found from xnamath.h to DirectXMath.h. I am using Visual Studio 2012. The purpose of the code is simply to initialize a XMMATRIX and then display it in…
Brooks
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