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0answers
28 views

What is the use of effect files?

I am reading Real Time Rendering and getting confused by something called effect files. From what I understand, it is like a library of pre-written shaders so instead of writing my own shaders for a ...
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0answers
29 views

Should I jump straight to DirectX 12 or is it better to start from DirectX 11 given some OpenGL experience?

I've been studying OGL and developing an engine on it for about 2 years now. I'd like to port this engine to Windows/DirectX eventually, but, before I start, I'd like to ask for advise from people who ...
4
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0answers
48 views

Direct3D Global Atomic Issue

Recently I ran into an odd issue with some of my DirectX11 DirectCompute code when trying it on an AMD GPU for the first time where as on a NVIDIA one it had worked fine all through development. The ...
6
votes
0answers
60 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 ...
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0answers
22 views

Texture2DMS slice access and bandwidth saving

Can we cut bandwidth by N (for N×MSAA) if we access only one slice of a multisampled texture in a shader ? I'm thinking of ...
1
vote
0answers
91 views

How to properly release directx com objects

This one I am not getting even one bit. I started learning directx11 and using the basic dx initialization i tried a experiment by allowing an option to destroy the window and creating it again ...
1
vote
1answer
267 views

Buffer of arrays in HLSL compute shader

I'm trying to follow along with a tutorial that uses an OpenGL compute shader, but I'm using D3D11. What they do is: ...
1
vote
1answer
197 views

XMMatrixPerspectiveFovLH is broken?

I've been trying to build a simple DirectX renderer from the ground up (was an OpenGL guy before but i figure it's good to know different APIs). I've been following the guide at rastertek.com to learn ...
1
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0answers
27 views

Can OpenGL ES 2.0 api calls be integrated with a Direct3D application using ANGLE?

I have an OpenGL ES 2.0 based application and I want to integrate most of its code into an engine that uses Direct3D? Is it possible to integrate code that makes OpenGL ES calls into a DirectX based ...
5
votes
1answer
827 views

What are Jittering and Dithering

I've heard a lot about jittering and dithering but I would like to know more about those techniques, especially when used to avoid visible sampling in a fragment shader. What are the differences ...
6
votes
1answer
701 views

What's the difference between Sample and tex2D

I am mainly using Unity but I think that it's not related to this engine, and I am wondering what's the difference between using tex2D and ...
6
votes
2answers
1k views

Books to learn Ray Tracing [closed]

Recently I have developed and interest in Ray Tracing and like most computer graphics tutorials online there is nothing regarding implementation for a beginner like myself. So far I have only done ...
5
votes
1answer
648 views

Bloom in DirectX

How can I make an object give the effect that it is giving out light when it isn't? I basically want to make an object glow, for example Neon Lights. Also Area Lights in my engine work properly but to ...
5
votes
1answer
1k views

Physically Based Area Lights

So after reading https://www.guerrilla-games.com/read/killzone-shadow-fall-creating-art-tools-for-a-new-generation (a guerilla games presentation on PBR) I noticed the Area lights as opposed to the ...
6
votes
2answers
104 views

Problem with Basic Diffuse Lighting

So recently I have been learning how to implement Diffuse Lighting in DirectX and I have done so with the following code: ...
5
votes
1answer
153 views

Error with tube lighting

I have recently been working on area lights for a small open source game engine called Urho3D but have run into an issues when rendering tube lights where the lights look the same as sphere lights ...
6
votes
2answers
233 views

Why did tessellation come to be a prominent feature?

Tessellation has been touted as one of the major features in newer graphics APIs like DirecX 11, and it is shown as a standalone stage in a modern graphics pipeline. Compared to the amount of ...
1
vote
3answers
183 views

Trouble Finding Simple 2D DirecX11/HLSL Issue

Some possible things that might be the issue and could be explained by someone who is knowledgeable Order of my indices, In all I've read, your array of indices for a triangle list is just clockwise ...
6
votes
1answer
639 views

HLSL Deferred Rendering

I've recently made the switch to Visual 2015 and the .fx files have been depreciated. My project contained .fx files for the shaders so I've been switching over. Only during the switch have I changed ...
4
votes
1answer
812 views

VR stereo rendering with Instancing

I have been reading this paper by Timothy Wilson Fast Stereo Rendering for VR and it would suit our game engine (DirectX 11) to use this method of stereo rendering. I have managed to get the game ...
7
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0answers
118 views

Injecting Virtual point lights into 3D Grid

I am currently trying to implement light propagation volumes in DirectX 11 and I have already done the RSM part which contains position, normal, depth and flux map generation. But for Injecting ...
13
votes
4answers
595 views

Projected grid water horizon detail

I'm trying to implement an ocean scene with C++ and DirectX11. Currently I have a projected grid, Gerstner waves and a basic shading. My problem is that when I aim my camera horizontally, so I can see ...
6
votes
1answer
172 views

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 ...
10
votes
1answer
155 views

Do the alignement and declaration order of uniforms matter?

In the section 6.4 Constant Buffers of the book Practical Rendering & Computation with Direct3D 11 (pages 325, 326) it is mentioned: By default, the HLSL compiler will attempt to align ...
9
votes
1answer
579 views

Is it possible to alpha blend multiple render targets using a specified alpha?

Say I have render targets 0 through N and RT 0 happens to have in its fourth component an alpha channel specified by a material or mask or something. Is it possible to have the hardware compositor ...