direct3d10

Direct3D9ex and Direct3D10 resource sharing

It is possible, with the Direct3D9ex, to share resources between devices. Is it also possible to use those shared resources with Direct3D10 devices? ...

Direct3D10: No 32bit ARGB format?

Im starting to add d3d10 support to go along with my existing d3d9 graphics backend. The problem is all the existing code (in several applications...) uses ARGB formatted colours however I couldnt find a format mode that matches for d3d10. Does d3d10 not support ARGB colour formats at all or have I just missed something? If I havnt miss...

Cooresponding CopyResource method in D3D9

Hi, guys, I know it's easy to copy vertex/index buffer in D3D10 with IDirect3D10::CopyResource(...) interface. How to do the same work in D3D9? Is there any similar API for this? ...

Issues passing values to shader

I am having issues passing values to my shader. My application compiles fine, but my cube object won't shade. Below is majority of my code. Most of my code for communicating with my shader is in createObject method myGame.cpp #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What ha...

Setting a Texture in a shader's constant buffer in D3D10

Ok I have a shader compiled up under D3D10. I am obtaining a shader reflection to get details of all the constants/globals in the shader. However I'm a little confused on something ... how do I set a texture to a constant buffer? I assume I don't just Map the constant buffer and copy the ID3D10Texture pointer into it ... I assume I us...

Shared Resources in SlimDX with DX10

I'm trying out the shared resources feature of DX10, as I needed this for one of my project. But I'm can't find much sample or code especially using SlimDX. According to DX10 documentation, I just need to specified the resources as Shared, then I can open it using OpenSharedResource() from another application. With a simple test applicat...

D3D10 HLSL: How do I bind a texture to a global Texture2D via reflection?

Ok so assuming I have, somewhere in my shader, a statement as follows (Note I am enabling legacy support to share shaders between DX9 and DX10): Texture2D DiffuseMap; I can compile up the shader with no problems but I'm at a slight loss as to how I bind a ShaderResourceView to "DiffuseMap". When I "Reflect" the shader I rather assu...

OpenGL/D3D: How do I get a screen grab of a game running full screen in Windows?

Suppose I have an OpenGL game running full screen (Left 4 Dead 2). I'd like to programmatically get a screen grab of it and then write it to a video file. I've tried GDI, D3D, and OpenGL methods (eg glReadPixels) and either receive a blank screen or flickering in the capture stream. Any ideas? For what it's worth, a canonical example...

direct3D 10 & 11

Is there a big difference (in the way of coding, ...) between the direct3d sdk 10 and 11, like "it was" between direct3d 9 and 10 ? Thank you ...

Is there a performance penalty for creating Direct3D vertices with all semantic types?

In Direct3D, you can create any type of Vertex you like. You can have a simple Vertex with just positional information, or you could add colour info, texture info, etc etc. When creating your input layout, you define what parts of a Vertex you've implemented: D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B...