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Questions tagged [directx]

The tag has no usage guidance.

0
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0answers
33 views

Weirdly looking diffuse irradiance map

I have problem with creating diffuse irradiance map. As reference I am using https://learnopengl.com/PBR/IBL/Diffuse-irradiance and https://github.com/TheEvilBanana/PhysicallyBasedRendering/blob/...
0
votes
1answer
60 views

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: ...
1
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0answers
23 views

D3D12EnableExperimentalFeatures causes D3D12CreateDevice to fail

I am following Nvidia's DXR tutorial: D3D12HelloTriangle. I call below code before creating device and it returns true ...
0
votes
1answer
48 views

CPU load in games - what is the GPU/DirectX doing to make CPU load higher?

More of a question about what's possible in DX. Some people have reported that when running games on higher settings they get less CPU load but when dropping the settings the CPU load increases. ...
2
votes
1answer
31 views

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 ...
2
votes
1answer
74 views

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 ...
6
votes
0answers
62 views

Drawing “after” Present to achieve better performance

I had an application that was originally single threaded and worked as follows: gather the items to be drawn (occlusion / frustrum culling / sorting into batches) draw items using an immediate ...
1
vote
0answers
49 views

Is there an education tool that teachs computer graphics ? [closed]

I am wondering if there is any outsourced or licensed tool that teachs the fundamentals of computer graphics theories/programming. Does such a tool even exists ? Thanks in advance
3
votes
1answer
221 views

Clipping for perspective projection

In the following two graphs, the red lines are borders of the perspective-projection frustum, the blue lines are to be rasterized, the green lines are perspective-projection lines, which are wrong. ...
2
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1answer
101 views

DX9 Shadow map PCF issue

I am trying to do simple PCF with Unity but I am facing some issues and I don't know where they come from. If anybody has an idea... Here are two examples ...
9
votes
2answers
519 views

Help me grasp Anisotropic Filtering (AF)

Lately I've been reading about texture filtering, namely Nearest-neighbor filtering, Bilinear filtering, Trilinear filtering, Anisotropic filtering, MIP maps, RIP Maps and so on. From a high-level ...
1
vote
0answers
82 views

Invoking shader in DX

So I am new to the DX12 world. I am currently trying to tweek the nbody_gravity DX12 sample, but appending or calling another Compute Shader which is to add 2 buffers to produce an output in a ...
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0answers
29 views

DX12- hlsl code invoking [duplicate]

I am pretty new to graphics programming using DX12. I was testing out my skills by building a shader to add 2 buffers and put the result in an output buffer. I have written this code in "ComputeShader....
12
votes
2answers
1k views

Derivative maps vs. Tangent Space Normal maps

I discovered that some engines use derivative maps instead of tangent space normal maps. After some reading, it seems to be a really awesome way to replace tangent space normals but are there some ...
2
votes
0answers
114 views

If statements in shaders - implications and consequences [duplicate]

I've heard a lot that in shader development, you absolutely need to avoid branching and so if statements. But why? Does this have a real impact on performances on old and modern hardware or is it ...
1
vote
0answers
44 views

Rounding rules for mip level with point sampling

In shaders, when using SampleLevel intrinsic, if we pass 0.5 in the mip level parameter, and the sampler is a ...