Questions tagged [directx10]
DirectX 10 is the 10th 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.
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Black pixels on the edges of semi-transparent png textures on DX 10
This blending setting introduces black pixels on the edges of semi-transparent png textures:
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Lost preview frames on ID3D10RenderTargetView in DirectX 10
Problem: This code should do a right-shifting trailing effect by accumulating previous frames on g_pSurfaceImg[0] but fails.
Incorrect result: the image that should ...
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Handling pipeline objects in both DX12 and Vulkan like graphics APIs
I have been using OpenGL and Directx11 extensively for my engine. The thing is, when I wanted to support DX12 or Vulkan, I realized that they collect all the state data in one place, removing the ...
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How to perform alpha blending on saved raw argb videos(a image and a video will also work) using direct3d9 , direct3d10 or direct3d11?
I'm trying to perform alpha blending on videos using direct3d11. I've wrote the code snippet below to achieve this. I've tried to read the video file out2.argb frame by frame and store it in the ...
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Set multiple render targets with OMSetRenderTargets using ComPtr<T>
I've recently decided to get rid of pretty much all of the raw pointers from my Direct3D code, and I ran into a problem with using ComPtr<T> template with ...
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Which DirectX Version to use for a low poly game?
Which DirectX Version (10, 11 or 12) is recommended to use, if you want to have a low-poly game with shaders, shadow and aliasing. But not normal or height maps. Moreover my question is, because once ...
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SlimDX Direct3D10 Sprite stretches with window size
I'd like to draw a sprite bitmap with SlimDX Direct3D10, but I'm stuck at this problem, where I can see my image on screen, but it gets stretched depending on the window size.
The issue looks like ...
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HLSL Buffer<> Data Type
I'm working on converting a dx11 shader from a .fx file for use in Unity3D and I'm a little puzzled by the HLSL Buffer<> type declared in the shader. More specifically, what are these and how can I ...
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When does DirectX convert a vertex/pixel's depth from range Near-Far to 0-1?
When I output a vertex from a vertex shader, it seems to have a world-space-ish mapping. Vertices about 1 unit away have about 1 unit as their Z value.
When we input into the pixel shader, the depth ...
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Is computing depth in a pixel shader bad? Can I reduce fillrate by moving depth calc to vertex shader?
I have a DX10 game that is fillrate bound. One of the things I've been realizing may be contributing to this is that I compute depth in the pixel shader (the game uses a logarithmic depth buffer to ...
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DirectX 10 - dimension of vertices passed to vertex shader
I'm trying to learn DirectX programming.
Looking at different tutorials there is something about vertices that I find a bit confusing.
I know that DirectX uses vertices with four elements (x, y, z, w)...
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Automatically select back buffer format
In D3D9, you could set BackBufferFormat to D3DFMT_UNKNOWN in the presentation parameters and D3D would select the format for you....
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Disable lighting in DirectX10
I'm implementing a D3D10 version of my renderer (not porting to avoid losing Windows XP support). I didn't go straight to D3D11 because MSDN and other sources recommend upgrading to 10 and then to 11.
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Correct method for choosing the user's video cards?
My game uses DirectX 10, and I'm having a problem where users are reporting that my game isn't picking up on their graphics card. Instead it prefers to run on their integrated Intel card, ruining ...
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Cull mode back faces
When i draw a cube using indices, the faces of the cube are skewed but only when CullMode is set to cull back. When i switch it to cull none, it draws the cube perfect. Unfortunately i cant post any ...