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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Why pixel shader returns float4 when the back buffer format is DXGI_FORMAT_B8G8R8A8_UNORM?

Alright, so this has been bugging me for a while now, and could not find anything on MSDN that goes into the specifics that I need. This is more of a 3 part question, so here it goes: 1-) When creating the swapchain applications specify backbuffer…
Miguel
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Where to set the entrypoint of Shader files (error X3501)?

I'm a noob with DirectX and running through [this][1] tutorial in Visual Studio. At compile time, I run into this error: "error X3501: 'main': entrypoint not found." Now some googling lead me to [this answer][2], which says to enter in the…
OKUZA
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Rendering in DirectX 11

When frame starts, I do my logical update and render after that. In my render code I do usual stuff. I set few states, buffors, textures, and end by calling Draw. m_deviceContext->Draw( nbVertices, 0); At frame end I call present to…
DannyX
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how do I get DirectX 11 debug layer working

I'm trying to get DirectX 11 debug layer working. So far I've enabled debugging on the device, and that's as far as I can get. I'm not getting any kind of debug output. All the guides I can find are basically just lumps of code without any real…
Mark
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D3D11_BUFFER_SRV - How Do I Use It?

In DirectX11, when creating a Shader Resource View to a buffer; we have to fill in the D3D11_BUFFER_SRV structure. The structure looks like this: typedef struct D3D11_BUFFER_SRV { union { UINT FirstElement; UINT ElementOffset; }; union…
Xenoprimate
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D3D11 Hook; Detour Function Windows 8.1 (x86)

I have implemented a d3d11 hook and detour function within a dxgi.dll wrapper library which works just fine in Windows 7 (x86, x64). Now I am trying to port it to Windows 8.1 but the detour in my hook seems not to work (no error/crash just not doing…
Choi Jeong
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Performance advantage of using a TextureArray over an array of Textures?

Let's say I have nbFramesAnimation * 3 float4 Texture2D that I want to pass to my GPU, and: I don't need to interpolate between the textures; The textures have all the same size; I don't know if it's relevant, but I don't have any mip-maps; I use…
Yauda
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JavaFX EXCEPTION_ACCESS_VIOLATION

I have a problem with JavaFX desktop application, specifically with 3d rendering functionalities. Every time I try to build and launch JavaFX application, JVM crshes and I get error similiar to following one: # # A fatal error has been detected by…
ember
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IDXGIFactory::EnumAdapters() does not return any adapters

I'm developing an DirectX11 application. During initialization I enumerate the available graphics adapters as described here. Now, for one of our customers the number of available adapters appears to be zero: EnumAdapters(0, &pAdapter) already…
Roman Reiner
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Drawing Overlay inside DX11 Game (CryEngine) with C# and EasyHook

What I want to do: I have a Game based on CrySDK which is DirectX11 and I want to draw an ingame overlay like the steam overlay. -> I write C# since I don't know any C++, so I'm looking for ways to do this in C#. -> I use EasyHook and SharpDX…
radonthetyrant
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DirectX11 ClearRenderTargetViewback with transparent buffer?

I'm trying to create a window that uses directx to draw opaque content on top of a transparent view (i.e. the desktop shows through). With DirectX11 I'm trying to do the following, but it's not making the background transparent. In fact, any opacity…
Skyd
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Can one Constant Buffer be used for many Objects?

I am new to Direct3D 11 and I am having some trouble understanding how to update constant (and other buffers) on a per-object basis. I some simple code where I am trying to get two Quads to draw to the screen, but at different positions. Here is…
A.R.
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c++ Directx11 capture screen and save to file

i've got problem with saving texture2d to file, it always gives me black image. Here is code: HRESULT hr = SwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast< void** >( &g_pSurface ) ); if( g_pSurface ) { ID3D11Texture2D*…
Zapalka
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Sampling a texture within vertex shader?

I'm using DirectX 11 targeting Shader Model 5 (well actually using SharpDX for directx 11.2 build) and i'm at loss with what is wrong with this simple shader i'm writing. The pixel shader is applied on a flat high poly plane (so there are plenty of…
Ronan Thibaudau
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How can I feed compute shader results into vertex shader w/o using a vertex buffer?

Before I go into details I want outline the problem: I use RWStructuredBuffers to store the output of my compute shaders (CS). Since vertex and pixel shaders can’t read from RWStructuredBuffers, I map a StructuredBuffer onto the same slot (u0/t0)…