Questions tagged [direct3d]
The direct3d tag has no usage guidance.
21
questions
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Silhouette edge detection alternatives to Sobel
I'm trying to implement a silhouette detection algorithm in post-processing. I've come across solutions based on Sobel/Roberts cross/... filters and I was wondering if there are more accurate ...
3
votes
1
answer
97
views
D3D11 Map forces synchronization
Is it possible that a call to ID3D11DeviceContext::Map on a dynamic vertex buffer with D3D11_MAP_WRITE_DISCARD causes my ...
2
votes
1
answer
52
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D3D11 Gpu profiling with queries accuracy
I'm using queries to profile my Direct3D renderer.
What precision and consistency should I expect from them?
Those are some values for a full-screen draw I do each frame as an example:
...
1
vote
1
answer
75
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Edge-aware spatial denoising (Ambient Occlusion)
Reading through the source code of the XeGTAO project I found this function while looking for the denoise filter:
...
2
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0
answers
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AO Denoise Filter
I'm trying to implement a filter to denoise ambient occlusion data.
What kind of filter do you suggest for the purpose?
The techniques I've come across are the following:
Gaussian filter (doesn't ...
3
votes
0
answers
64
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D3D11 MultisampleEnable and AntialiasedLineEnable affecting line rendering
Microsoft D3D11 documentation for D3D11_RASTERIZER_DESC structure writes:
The settings of the MultisampleEnable and AntialiasedLineEnable members apply only to multisample antialiasing (MSAA) render ...
1
vote
1
answer
58
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How do (Direct3D) precision conversions for floats work?
There is this article about conversions in Direct3D: https://docs.microsoft.com/en-us/windows/win32/direct3d10/d3d10-graphics-programming-guide-resources-data-conversion
I do not understand the part ...
1
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0
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48
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Proprietary 3D Format Reverse Engineering: What Could These Numbers And Matrices Represent?
I'm trying to reverse engineer a model format from an older Russian game (Pathologic) with limited success. It is a proprietary model format not recognized by any converters/editing tools (believe me, ...
1
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0
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195
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OpenGL/D3D11 offscreen render multiple buffering
Recently I've been looking at Vulkan, and one thing that I noticed is that the application is responsible for choosing which buffer to render to in the case of multiple buffering.
This got me thinking:...
2
votes
1
answer
284
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Image saved as DDS with 16f format in photoshop has strange FOURCC text
I am analyzing the hex code for DDS files which are compressed via Nvidia's dds plugin in photoshop.
I noticed something strange when having a 16 bit float file. This is the dialog:
When I look at ...
0
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1
answer
319
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Skybox is rendered on the model instead of surroundings
I'm trying to implement Skybox in DirectX 11 (DirectXTK) but when I'm rendering skybox, then texture is rendered to my sphere model instead of showing skybox outside.
Rendering code:
...
2
votes
1
answer
274
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R16_FLOAT, SampleCmp and CheckFormatSupport
I want to use PCF shadow map on my d3d11 app. My shadow map is an R16_FLOAT texture. When I use SampleCmpLevelZero it didn't give a correct result. After enabling debug layer, it shows:
The Shader ...
3
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0
answers
430
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Can you disable strip cutting (AKA primitive restart) on Direct3D 11?
Line strips and triangle strips are drawing modes supported across 3D graphics APIs, such as OpenGL, Direct3D, and Vulkan. When using indices to control drawing, a more recent feature is "strip ...
2
votes
1
answer
201
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Why does DirectX use COM pointers and interfaces?
I have a rudimentary understanding of COM and I know that its main purpose is to enable interoperability between programs written in different languages. However I dont understand why that is useful ...
12
votes
2
answers
38k
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Is there any reason to prefer Direct3D over OpenGL?
So I was reading this, I sort of got the reason why there are a lot more games on Microsoft windows than on any other OS. The main issue presented was that Direct3D is preferred over OpenGL.
What I ...
2
votes
1
answer
344
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Artifacts in omni light shadow mapping
Spotlight
My spotlight's intensity is cut off at a distance of 3 and at an angle of $\pi/4$ radians (umbra angle). The corresponding light camera has a near plane at a distance of 0.1, a far plane at ...
3
votes
1
answer
553
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Flexible Vertex Format Constants in Direct3D 11
How do you migrate Flexible Vertex Format Constants (or FVF codes) from DirectX 9 to Direct3D 11?
Old code:
...
12
votes
4
answers
2k
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Does it matter whether I learn OpenGL or Direct3D?
Are the differences between these two APIs minor implementation details that mean once I have learned one I can use it for everything? Or are there reasons for learning one rather than the other if I ...
10
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1
answer
3k
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Screen capture of game video
I'd like to "hook" into a running game, say Mario Bros, and capture each frame rendered... saving that frame to an image file. A good example of something similar is FRAPS. --Note: I don't want to ...
7
votes
1
answer
462
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Does prerendering actually help performance?
In PC game development, after loading models, textures, shaders, etc in a loading screen, some games will render the models once to an off screen target to make sure the driver and gpu have done all ...
1
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0
answers
229
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Is it possible to modify a console game graphics (Xbox 360)?
There's a thing called ENB for PC which works by modifying render functions calls of the games and applying additional effects. I wonder if there is a similar way for console games.