I'm trying to render 6 spot lights to create a point light for a shadow mapping algorithm.
I'm not sure if I'm doing this right, I've more or less followed the instructions here when setting up my view and projection matrices but the end result looks like this:
White areas are parts which are covered by one of the 6 shadow maps, the...
Hello, Microsoft DxDiag can detect whether a system has "Direct3D Acceleration".
If the system has not the capability, DxDiag will write "Direct3D Acceleration not available" and will write in the console "Direct3D functionality not available. You should verify that the driver is a final version from the hardware manufacturer."
I woul...
How do you initialize the vertex buffer and index buffer for a cone in DirectX 9 in C++?
...
hiya.
I'm looking for the simplest, easiest and fastest technique to render 2D textured quads with per-pixel normals.
what i mean is a 3D world where the camera is fixed and all the texture quads are facing to the same direction (the camera), and between them there will be light points, and i want the textures to have per-pixel normal va...
In Windows, there seems to be at least two ways to get to the frame buffer: GDI and DirectX.
The problem is that in order to use GDI or DirectX, it seems that you must be running a GUI application, and then from this application you can call the appropriate GDI and DirectX functions. For example:
#include <windows.h>
int WINAPI WinMai...
Hi,
I am trying to develop an application where the UI part is designed by WPF and the engine is developed using C++.
I am trying to render a scene using DirectX in native code by getting the window's handle from WPF using WindowsFormsHost method.
Though i do not get any error, no image renders on the screen.
As far as the handle is c...
What is the best mechanism for handling large scale structures and scenes?
Examples being a continent with scale cities and geography, or infinity universe style planetary transitions.
...
The renderer for my game application is not properly resetting when I sometimes lock out of my computer and log back in. The application uses the Gamebryo engine with the CEGUI (Crazy Eddie's GUI) layer on top. When using a DirectX debugger log, I get the following messages when the application fails to reset.
00004805 18156.43750000 [2...
I've started using DirectX 11 Compute Shader technology for GP-GPU programming. I had written quite a complex program on HLSL and when I wanted to debug it, I realized that PIX utility from DX SDK August 2009 does not support Compute Shaders... I know that Nvidia is going to release Nexus for Visual Studio, which will support Direct Comp...
On Windows (Vista32), I want to display some simple graphics on top of a fullscreen flash window (an overlay of useful information while using the flash application). What's the fastest way to accomplish it?
I think I may be able to achieve it using DirectX with the DDSCAPS_OVERLAY flag but with the only example I've found I get an exce...
I have a sphere with per-vertex normals and I'm trying to derive the texture coordinates for the object using the algorithm:
U = Asin(Norm.X) / PI + 0.5
V = Asin(Norm.Y) / PI + 0.5
With a polka dot texture, I get:
Here's the same object without the texture applied:
The issue I'm particuarly looking at (I know there's a few) is t...
I have a Direct3D app which runs windowed or fullscreen at a fixed res (say 800x600). To support widescreen modes, I render to the back buffer at 800x600 and then use Blt to draw the final frame into a portion of the front buffer, which is usually bigger (say 1280x720), so the 800x600 image is stretched to 960x720 to maintain the aspect ...
Hi,
I'm trying to capture DWM's DirectX surface by using DXGI and GetDisplaySurfaceData(). (I know how to do it with GDI and DirectX 9 but I need it in Direct3D 10/11).
However when I'm taking ownership of adapter's output with IDXGIOutput::TakeOwnership(), before calling to GetDisplaySurfaceData(), the whole screen blacks-out for a m...
In the shadow map sample provided by Microsoft I've noticed an issue where shadows are not properly projected when thin geometry is projected at high angles, see here the shadows being projected, notice the poles from the lights are not projected: http://imgur.com/QwOBa.png
And in this screenshot we see things from the lights perspectiv...
This boggles me. DirectX bypasses everything and talks directly to the device driver, thus GDI and other usual methods won't work - unless Aero is disabled (or unavailable), all that appears is a black rectangle at the top left of the screen. I have tried what other have suggested on several forums, using DirectX to get the back buffer ...
The question is pretty "simple".
I have an engine that can work with both DirectX9 and DirectX10 with SlimDX in C#.
I use the Stopwatch class to time the game and test speed of some routine.
Strangely exactly after the creation of the DirectX9 the floating point of the StopWatch go crazy and the GetTimeStamp()/Frequency division returns ...
Hi,
I want to install the DirectX 9c user package in quiet mode. Is there any option like /quiet /q /qb etc.
None of these worked.
Note:
With this file DXSETUP.exe /q
not the extractor file directx_9c_redist.exe /q ( this works fine.)
...
I need to display texture of image with the rounded shape,my code as follow
texture = Texture.FromBitmap(device,myBitmap, Usage.RenderTarget, Pool.Default);
_sprite.Begin(SpriteFlags.SortTexture | SpriteFlags.DoNotModifyRenderState);
_sprite.Draw(_allocator.Texture, Vector3.Empty, new Vector3(_objectLocation.X, _objectLocation...
I get a video feed (mpeg2-ts @ 500kb/s) over the network, but I'm uncertain on how to go from here.
The videofeed is now collected in a rather fast growing byte array, and I need a hint on how to feed a video renderer with these bytes. I've used DirectX's AudioVideoPlayback before, but as far as I can se it can only read from files, a...
I have a sprite of my main character. I normally draw it with a color modulus of ARGB(255,255,255,255). However, I would like my sprite to be drawn more white. I can make the sprite be drawn any color by changing the color modulus, except for white. What can I do? I am using C++ with DirectX9 and using an LPD3DXSPRITE to draw my tex...