d3dx

C++ D3DX Font and transformations (d3d9 and d3d10 solutions needed)

I want to render font in a way that takes account of the current transforms and similar settings, especially the projection transform and viewport. I'm thinking that the best way to do that is to have an off screen surface to render the text to, and then render that surface where I really want the text. However I'm not certain on a num...

how does the d3dx library save textures to files?

When using the function: D3DXSaveTextureToFile and passing in D3DXIFF_BMP to create a bmp I've noticed that the values seem to be estimated rather than given specifically. Correct me if I'm wrong but a floating point texture can store any float in any given texel which would put it outside the range of a BMP which is stuck between rgb(2...

Code leaks memory, seems to be coming from ID3DXBuffer, unsure why..

I load a shader with the following: ID3DXBuffer* errors = 0; ID3DXEffect *effect = 0; HR(D3DXCreateEffectFromFile( gd3dDevice, L"Shader.fx", 0, 0, D3DXSHADER_DEBUG|D3DXSHADER_SKIPOPTIMIZATION, 0, &effect, &errors) ); for(int i = 0; i < 3; i++) { if(errors) { errors->Release(); if(effect) ef...

Cutting a Mesh in Half - DirectX

I am trying to cut a mesh in half or at least be able to delete faces from it in real-time. How to go about doing this i wonder? Lock the vertex buffers, memset the selected face or vertex to 0, does not work for me. has anyone a solution or a tutorial on this i really want this feature in my program! Cheers ...

Is it safe to use the same parameters for input and output in D3DX functions?

Using the D3DX library that is a part of directX, specifically directx9 in this case, I'm wondering if it's safe to use the same matrix (or vector etc) for input and ouput D3DXMATRIX mat; D3DXMatrixInverse(&mat, NULL, &mat); I've been avoiding doing so, assuming that it would result in bad things happening when parts of the array got ...

Format of compiled directx9 shader files?

Is the format of compiled pixel and vertex shader object files as produced by fxc.exe documented anywhere either officially or unofficially? I'd like to be able to read the constant name to register assignments from the shader files. I know that the effects framework in D3DX can do this, but I need to avoid using D3DX as it may not be i...

Is there any way to access the compiled shader code from a D3DXEffectCompiler

I'm currently writing a tool for pre-compiling our D3D9 shader code (will be using the ID3DXEffect in-game). I'm doing this through the ID3DXEffectCompiler interface and calling CompileEffect and I can do all of this without creating a IDirect3DDevice9 object (or even linking against d3d9.lib). The only problem is that I would like to a...

Reading VertexDuplicationIndices template from D3DX mesh .x file

I need to read the duplicates chunk from an .x file. .x file can be saved in text format, I wrote a tool that generates meshes and saves them in x files, I found that if I'm generating the x file with duplicates, and calculate the adjacency info, and passing it to the save function, it will save a chunk with the duplicates. pMesh->Gene...