In a DirectX 10 application, does switching between fullscreen and windowed mode incur any sort of overhead like having to recreate textures and/or vertexbuffers?
In other words, can I build an application that is designed to do "a lot" of switching between windowed mode and fullscreen mode without having to suffer a performance hit whe...
Hi,
I am coding a 3d Application with DirectX 10 and I am wondering how the tackeling of the Shadermanagement is.
Is it most effective to preload all shaders there are on application start and then use them as needed or does this train the resources of the hardware if the number gets higher.
Also I wonder if it is a speed consideratio...
I have a bit of a problem setting up my DirectX10 (Win32/c++) application for fullscreen mode. The problem is that I want to have my app running in fullscreen right from the start. This can be done by taking the DXGISwapChain::SetFullScreenState function. This works, but i get a small notice in my Visualc++ 2008 debugger which states:
...
As in question, I'm trying to make sprites working but it's very hard and it doesn't display, so if anyone has a simple sample I'd be grateful.
...
Hi
Is it possible to set different texture filtering when working with sprites?
...
Hi,
I'm trying to read the output from a geometry shader which is using stream-output to output to a buffer.
The output buffer used by the geometry shader is described like this:
D3D10_BUFFER_DESC vbdesc =
{
numPoints * sizeof( MESH_VERTEX ),
D3D10_USAGE_DEFAULT,
D3D10_BIND_VERTEX_BUFFER | D3D10_BIND_STREAM_OUTPUT,
...
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 10's base feature set is guaranteed."
Where do I find a list of the "guaranteed functi...
Hi all.
I am a bigginer on game development. I wont write simple game with DirectX 10 and need to load animaton like man playing cards. I don't know how to strat. As I know I must kreate my own file format and convert from some other format to it, but I don't know how. So please help me and if it is possible give some code example.
Tha...
Hi all
I am a bigginer in game programming and now I write 3D game with DirectX 10 which can be free downloaded from website. I need some animation 3D models for game personals. What is the best format for models?
Thanks.
...
I am trying to separate Swapchain and Window creation from D3D10 device creation in my rendering framework meaning that I can't really use D3D10CreateDeviceAndSwapChain. I am running into an unexpected linker error when trying to build my test app.
I am including DXGI.h and linking to DXGI.lib as well as D3D10 libraries but nothing else...
When releasing (Release()) a vertex buffer (ID3D10Buffer / D3D10_BIND_VERTEX_BUFFER) which has been used for rendering in the previous frame I get a warning that the buffer is bound:
D3D10: INFO: ID3D10Device::IASetVertexBuffers: A currently bound VertexBuffer is being deleted; so naturally, will no longer be bound. [ STATE_SETTING INFO...
I'm starting to use DXUTgui in my project, but only the text of the controls are showing up.
I suppose it's because the DXUT isn't able to find the media files for the graphical elements. I wasn't able to find references for this in the DXUT sources. My guess is the contents of <DirectX SDK>\Samples\Media\UI are the required files. I've...
I am trying to setup my swap chain Buffer but I get the following error
error C2228: left of '.DXGI_MODE' must have class/struct/union
1> type is 'DXGI_MODE_SCANLINE_ORDER'
Note sure what I am doing wrong. here is the code
DXGI_SWAP_CHAIN_DESC swapChainDesc;
// Set the width and height of the buffers in the swap chain
...
I am trying to write my first DirectX 10 program that displays a triangle. Everything compiles fine, and the render function is called, since the background changes to black. However, the triangle I'm trying to draw with a triangle strip primitive is not displayed at all.
The Initialization function:
bool InitDirect3D(HWND hWnd, int w...
I'm reading Introduction to 3D Game Programming with DirectX 10 to learn some DirectX, and I was trying to do the proposed exercises (chapter 4 for the ones who have the book).
One exercise asks to disable the Alt+Enter functionality (toggle full screen mode) using IDXGIFactory::MakeWindowAssociation.
However it toggles full screen mod...
A z buffer is just a 3d array that shows what object should be written in front of another object. each element in the array represents a pixel that holds a value from 0.0 to 1.0. My question is if that is all a z buffer does, then why are some buffers 24bit, 32bit, and 16 bit ??
...
I would like to find out from .NET code whether DirectX 10 is supported on the machine, preferably without using managed DirectX or XNA assemblies.
Thank you in advance!
...
I'd like to send my view vector to an ID3D10Effect variable in order to calculate specular lighting. How do I send a vector or even just scalar values to the HLSL from the running DirectX program? I want to do something like
render() {
//do transformations
D3DXMatrix view = camera->getViewMatrix();
basicEffect.setVariable(viewV...
I finally managed to get a texture onto a cube sadly, but it is appearing incorrectly. as the below picture identifies.
Anyways, I am not sure what it could be. My first guess is it could be my uv mapping or my vertex positioning is off. If someone could check and make sure thats good. The first element is the vertex position, second...
I was programming the example code from Frank Luna's book "Introduction to 3D Game Programming with DirectX 10". The code is the first Win32 example in the Appendix A: Windows Programming section.
Right now, the program compiles under both VC++ 2008/2010, but no window appears, although the debug session has started and I have to forcef...