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I followed learnopengl.com IBL tutorial but implemented in on DirectX11, so every shader was converted from GLSL to HLSL. As a result, I have artifacts with some HDRI images and also as I use bloom ...
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I used to render only when changing the positions of the lights and FPS was acceptable, but it turned out that I needed dynamic shadows for animated characters. FPS now does not rise above 58 frames ...
John Stoner's user avatar
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When graphics card vendors like Nvidia / AMD write drivers for their cards, what API is exposed for the OS. Is it APIs like OpenGL / Vulkan / DirectX? If so does the apps that can consume such APIs, ...
eee's user avatar
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I made C++ rendering application that use one camera. The camera has 3 important members: A position(m_position), an horizontal angle(m_hAngle) and a vertical angle(m_vAngle) The application currently ...
TheChamp's user avatar
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Good people of the graphics SO community, I am new to Graphics programming or GPU programming in general but I have been a game dev enthusiast for over 4-5 years. I started learning about Graphics ...
Prav's user avatar
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2 answers
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I am about to implement a framerate histogramm chart for a DirectX Renderer. Ideally I would do this in pure shader code, but for a a histogramm I need to store the timestamps of the last ...
user20154's user avatar
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Is it possible to enable accurate thumbnail previews for DDS files that use the newer DX10 headers (DirectX 10 headers)? It seems there is very limited information about this. I did find a couple ...
Robert's user avatar
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There are four kinds of memory barriers in DirectX. Their names and definitions are: DeviceMemoryBarrier: Blocks execution of all threads in a group until all ...
Fan's user avatar
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I have the following projection matrix: and I need to make a hole in the center of my matrix, something like that: (I don't want to project a custom W and H) Is that possible ? Thanks.
Cosma Eduard's user avatar
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I'm trying to create a vertex shader that billboards a quad. Most resources online show the code to be some variation of the following ...
H3XXX's user avatar
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I generate a normal GBuffer in my engine, and I store it using a R16G16B16A16_SNORM format like this: ...
H3XXX's user avatar
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I have an 8192x8192 texture atlas that contains 1024x1024 shadow maps aligned side by side. I'm trying to calculate the uv coordinates so that I can sample each shadow map appropriately based on the '...
H3XXX's user avatar
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Is there any directX FVF(Flexible Vertex Format ) equivalent in OpenGL/Vulkan.
Serberus's user avatar
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I like to know the technical aspects of it. Game developers use APIs like OpenGL or DirectX. The functions provided by these APIs, I would assume, work flawlessly with all graphic cards because they ...
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This is a quite wide subject which implies a lot of topics such as the platform or the compiler, but I think that it could be useful for everyone to know more about this. A common mistake is to think ...
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