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  • Force Direct3D anti-aliasing in a Direct3D game?

    - by James McLaughlin
    Some old games look really jagged nowadays on large displays without any anti-aliasing, but don't have any option built-in to the game to enable it. On a PC with an NVIDIA graphics card, it's possible to force anti-aliasing in the NVIDIA control panel which can really improve this. But I'm playing the game in Parallels on a Mac, and although the Mac has an NVIDIA graphics card, it's Parallels' emulated card that Windows sees and so obviously there's no NVIDIA control panel. Is there some generic way I can force anti-aliasing for a Direct3D game without using the NVIDIA control panel?

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  • Disable DirectDraw, but still have Direct3D?

    - by GodsBoss
    I have a Windows XP SP3 machine, with up-to-date patches. It has DirectX 9.0c, version number 4.09.00.0904. Can I disable DirectDraw, but have Direct3D still active? I read the Wikipedia articles about DirectDraw and Direct3D, but do not know if I understand them correctly: That is, it contains many commands for 3D rendering; however, since version 8, Direct3D has superseded the old DirectDraw framework and also taken responsibility for the rendering of 2D graphics. Does that mean DirectDraw is now a part of Direct3D? Because I cannot disable DirectDraw without disabling Direct3D, but it works the other way around.

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  • Report Direct3D memory usage

    - by Jazz
    I have a Direct3D 9 application and I would like to monitor the memory usage. Is there a tool to know how much system and video memory is used by Direct3D? Ideally, it would also report how much is allocated for textures, vertex buffers, index buffers...

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  • Get image data for Direct3d rendering stream

    - by Mr Bell
    I would like to get at the raw image data, as in a pointed to a byte array or something like that, of the image output from a direct3d app without actually rendering it to the monitor. I need to do this so that I can render direct3d as a directshow source filter Visual studio 2008 c++

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  • How can I get 32-bit Direct3D working on my 64-bit Windows 7 system?

    - by Daniel Stutzbach
    I recently upgraded a Dell Inspiron 6400 to Windows 7 Ultimate 64-bit. I have a 32-bit 3D application that refuses to run, giving an error of "Failed to initialise [sic] Direct3D device". The dxdiag tool tells me: DirectDraw Acceleration: Enabled Direct3D Acceleration: Not Available However, the 64-bit version of dxdiag tells me: DirectDraw Acceleration: Enabled Direct3D: Enabled I have installed and re-installed the latest graphics drivers, as well as the DirectX 9 redistributable, but it stills fails in the same way. dxdiag reports the chipset name as the "Mobile Intel(R) 945 Express Chipset Family" with the the Chip Type as "Intel(R) GMA 950". The main driver is igdumd64.dll, version 8.15.10.1930. How can I get 32-bit Direct3D working?

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  • Rendering formatted text in a direct3d application

    - by Fire Lancer
    I need to render some formatted text (colours, different font sizes, underlines, bold, etc) however I'm not sure how to go about doing it. D3DXFont only allows text of a single font/size/weight/colour/etc to be rendered at once, and I cant see a practical way to "combine" multiple calls to ID3DXFont::DrawText to do such things... I looked around and there doesn't seem to be any existing libraries that do these things, but I have no idea how to implement such a text renderer, and I couldn't even find any documentation on how such a text render would work, only rendering simple fixed width, ASCII bitmap fonts which looking at it is probably an entirely different approach that is only suitable for rendering simple blocks of text where Unicode is not important. If there's no direct3d font renders capable of doing this, is there any other renderers (eg for use in rendering rich text in a normal window), and would rendering those to a texture in RAM, then uploading that to the video card to render onto the back buffer yield reasonable performance?

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  • Enabling Direct3D-specific features (transparency AA)

    - by Bill Kotsias
    Hello. I am trying to enable transparency antialiasing in my Ogre-Direct3D application, but it just won't work. HRESULT hres = d3dSystem->getDevice()->SetRenderState(D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('S', 'S', 'A', 'A')); /// returned value : hres == S_OK ! This method is taken from NVidia's technical report. I can enable transparency AA manually through the NVIDIA Control Panel, but surely I can't ask my users to do it like this. Anyone has any idea? Thank you for your time, Bill

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  • Clipplanes, vertex shaders and hardware vertex processing in Direct3D 9

    - by Igor
    Hi, I have an issue with clipplanes in my application that I can reproduce in a sample from DirectX SDK (February 2010). I added a clipplane to the HLSLwithoutEffects sample: ... D3DXPLANE g_Plane( 0.0f, 1.0f, 0.0f, 0.0f ); ... void SetupClipPlane(const D3DXMATRIXA16 & view, const D3DXMATRIXA16 & proj) { D3DXMATRIXA16 m = view * proj; D3DXMatrixInverse( &m, NULL, &m ); D3DXMatrixTranspose( &m, &m ); D3DXPLANE plane; D3DXPlaneNormalize( &plane, &g_Plane ); D3DXPLANE clipSpacePlane; D3DXPlaneTransform( &clipSpacePlane, &plane, &m ); DXUTGetD3D9Device()->SetClipPlane( 0, clipSpacePlane ); } void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext ) { // Update the camera's position based on user input g_Camera.FrameMove( fElapsedTime ); // Set up the vertex shader constants D3DXMATRIXA16 mWorldViewProj; D3DXMATRIXA16 mWorld; D3DXMATRIXA16 mView; D3DXMATRIXA16 mProj; mWorld = *g_Camera.GetWorldMatrix(); mView = *g_Camera.GetViewMatrix(); mProj = *g_Camera.GetProjMatrix(); mWorldViewProj = mWorld * mView * mProj; g_pConstantTable->SetMatrix( DXUTGetD3D9Device(), "mWorldViewProj", &mWorldViewProj ); g_pConstantTable->SetFloat( DXUTGetD3D9Device(), "fTime", ( float )fTime ); SetupClipPlane( mView, mProj ); } void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext ) { // If the settings dialog is being shown, then // render it instead of rendering the app's scene if( g_SettingsDlg.IsActive() ) { g_SettingsDlg.OnRender( fElapsedTime ); return; } HRESULT hr; // Clear the render target and the zbuffer V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 45, 50, 170 ), 1.0f, 0 ) ); // Render the scene if( SUCCEEDED( pd3dDevice->BeginScene() ) ) { pd3dDevice->SetVertexDeclaration( g_pVertexDeclaration ); pd3dDevice->SetVertexShader( g_pVertexShader ); pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( D3DXVECTOR2 ) ); pd3dDevice->SetIndices( g_pIB ); pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE, D3DCLIPPLANE0 ); V( pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, g_dwNumVertices, 0, g_dwNumIndices / 3 ) ); pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE, 0 ); RenderText(); V( g_HUD.OnRender( fElapsedTime ) ); V( pd3dDevice->EndScene() ); } } When I rotate the camera I have different visual results when using hardware and software vertex processing. In software vertex processing mode or when using the reference device the clipping plane works fine as expected. In hardware mode it seems to rotate with the camera. If I remove the call to RenderText(); from OnFrameRender then hardware rendering also works fine. Further debugging reveals that the problem is in ID3DXFont::DrawText. I have this issue in Windows Vista and Windows 7 but not in Windows XP. I tested the code with the latest NVidia and ATI drivers in all three OSes on different PCs. Is it a DirectX issue? Or incorrect usage of clipplanes? Thanks Igor

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  • Projecting a targetting ring using direct3d

    - by JohnB
    I'm trying to draw a "targetting ring" on the ground below a "unit" in a hobby 3d game I'm working on. Basically I want to project a bright red patterned ring onto the ground terrain below the unit. The only approach I can think of is this - Draw the world once as normal Draw the world a second time but in my vertex shader I have the world x,y,z coordinates of the vertex and I can pass in the coordinates of the highlighted unit - so I can calculate what the u,v coordinates in my project texture should be at that point in the world for that vertex. I'd then use the pixel shader to pick pixels from the target ring texture and blend them into the previously drawn world. I believe that should be easy, and should work but it involves me drawing the whole visible world twice as it's hard to determine exactly which polygons the targetting ring might fall onto. It seems a big overhead to draw the whole world twice, once for the normal lit textured ground, and then again just to draw the targetting ring. Is there a better approach that I'm missing?

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  • How to read direct3d texture pixels

    - by Mr Bell
    So I have a x8r8g8b8 formatted IDirect3DSurface9 that contains the contents of the back buffer. When I call LockRect on it I get access to a struct containing pBits, a pointer to the pixels I assume, and and integer Pitch (which I am very unclear about its purpose). How to read the individual pixels? Visual Studio 2008 C++

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  • Direct3D Rotation Matrix from Vector and vice-versa

    - by Beta Carotin
    I need to compute a rotation matrix from a direction vector, and a direction vector from a rotation matrix. The up direction should correspond to the z-axis, forward is y and right is x; D3DXMATRIX m; // the rotation matrix D3DXVECTOR3 v; // this is the direction vector wich is given D3DXVECTOR3 r; // resulting direction vector float len = D3DXVec3Length(&v); // length of the initial direction vector // compute matrix D3DXMatrixLookAtLH(&m, &v, &D3DXVECTOR3(0,0,0), &D3DXVECTOR3(0,0,1)); // use the matrix on a vector { 0, len, 0 } D3DXVec3TransformCoord(&r, &D3DXVECTOR3(0,len,0), &m); Now, the vector r should be equal to v, but it isnt. What exactly do I have to do to get the results I need?

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  • La prochaine version d'OpenGL pourrait intégrer Mantle, et ainsi être aussi performante que Direct3D 12

    La prochaine version d'OpenGL pourrait intégrer Mantle Et ainsi être aussi performante que Direct3D 12 C'est au cours du SIGGRAPH 2014, la plus grande conférence liée aux technologies de l'imagerie par ordinateurs que AMD a déclaré donner un accès entier à Mantle pour l'élaboration de la prochaine version d'OpenGL. En effet, Khronos a lancé un appel à la participation pour élaborer ce que serait le futur d'OpenGL. Il est évident, au vu des dernières annonces liées à Mantle, Direct3D 12 et même...

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  • Why can't I create direct3d objects?

    - by quakkels
    I've been programming professionally for years using languages like VBScript, JavaScript, and C#. As a hobby, I'm getting into some c/c++ and games programming with DirectX. I am running into an issue where I cannot create direct3d objects. I am using Visual C++ 2010 Express. After I installed vc++2010express I then installed the June 2010 release of DirectX. I am trying to include DirectX via #pragma statements. This is the code I have so far in my winmain.cpp source file: #include <Windows.h> #include <d3d11.h> #include <time.h> #include <iostream> using namespace std; #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "d3dx11.lib") // program settings const string AppTitle = "Direct3D in a Window"; const int ScreenWidth = 1024; const int ScreenHeight = 768; // direct3d objects LPDIRECT3D11 d3d = NULL; // this line is showing an error The type LPDIRECT3D11 is showing an error: Error: Identifier "LPDIRECT3D11" is undefined Am I missing something here to get VC++2010Express to recognize and load the DirectX libs? Thanks for any help.

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  • 3D transformations in WPF & DirectX/Direct3D or OpenGL

    - by user2723417
    I need your help with 3D transformations. I have a sphere and I want to deform it by a mouse click or a mouse move. I want to make a furrow or to bite off a piece of the sphere without any breaks of 3D material. It is possible in WPF, but if the quantity of 3D points is more then 25 000, it creates some freezes in a dynamic mode (animation breaks), because the object of MeshGeometry3D class should be reconstructed every time to stop the breaks of 3D material. Give me advice about tools for the realization of my task. Maybe it can be done with the help of DirectX/Direct3D or OpenGL? I am a newcomer in these collections of APIs, but I would like to study them. I need to integrate the process of transformation in WPF application.

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  • Direct3d - Code structure

    - by marcg11
    I'm learning directx in a master's degree and they taught us to have a GraphicsLayer class which is the one connecting with the direct3d library. That way this class is completly independent from the other classes (my game classes), meaning changing the renderer to OpenGL wouldn't require much effort but only changing the graphicLayer. This classe has it's LoadAssets, Paint methods, but I have a question, they told us to load all the assets inside this class. This means all these methods will be in the loadAssets method: D3DXCreateTextureFromFileEx(g_pD3DDevice,"tiles.png",0,0,1,0,D3DFMT_UNKNOWN,D3DPOOL_DEFAULT,D3DX_FILTER_NONE,D3DX_FILTER_NONE,NULL,NULL,NULL,&texTiles); // And more resources to load //... texTiles as you see is a LPDIRECT3DTEXTURE9 instance which is declared in the graphicLayer.h. So my question is, how do you manage all the resources? Do I have to declare in the .h all my game textures even if I'm not using them? How would you load only those resources there are in a scene and draw them in a code-strucured way?

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  • Very slow direct3D texture sampling

    - by __dominic
    Hi, So I'm writing a small game using Direct3D 9 and I'm using multitexturing for the terrain. All I'm doing is sampling 3 textures and a blend map and getting the overall color from the three textures based on the color channels from the blend map. Anyway, I am getting a massive frame rate drop when I sample more than 1 texture, I'm going from 120+ fps to just under 50. This is the HLSL code responsible for the slow down: float3 ground = tex2D(GroundTex, multiTex).rgb; float3 stone = tex2D(StoneTex, multiTex).rgb; float3 grass = tex2D(GrassTex, multiTex).rgb; float3 blend = tex2D(BlendMapTex, blendMap).rgb; Am I doing it wrong ? If anyone has any info or tips about texture sampling or anything, that would be nice. Thanks.

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  • Rendering with Direct3D

    - by Jamie
    Hi, I'm slightly confused about how Direct3D rendering works. Basically, as long as I render to one surface, everything is fine. But when I try rendering to multiple surfaces, it seems like everything is still rendered to one surface. I think there's something wrong with my calls. For each update cycle this is what I do 1. device-BeginScene() 2. sprite-Begin(...) ... A bunch of GetRenderTarget to store the old render target, then SetRenderTarget to set a new surface, and then things like CreateVertexBuffer, SetTexture, etc to draw on the new render target. Then resetting to the old render target. sprite-Draw([the back buffer]) (the back buffer is actually another surface, not the actual back buffer. But here it is being drawn onto the actual back buffer, I think) sprite-End() device-EndScene() device-Present(...) Also, it seems like if I mix sprite drawing and non-sprite drawing onto a surface, that first one set of render commands is executed and then the other set, rather than in order by when each command was called. If anyone could shed light on any of this, it would be much appreciated.

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  • Les développeurs de Dolphin se débarrassent du support de Direct3D 9. Découvrez leur point de vue sur la bibliothèque de Microsoft

    Les développeurs de Dolphin se débarrassent du support de Direct3D 9 Quels sont leurs arguments pour retirer la bibliothèque de Microsoft ?Les développeurs de l'émulateur GameCube/Wii Dolphin ont retiré le support de la bibliothèque 3D de Microsoft à l'occasion de la version 4.X du logiciel. Seuls les rendu utilisant Direct3D 11 et OpenGL (> 3) restent. Ceux-ci s'expliquent sur ce choix.Direct3D 9 est défectueuxMême si le rendu Direct3D 9 était le plus rapide des moteurs de rendu, notamment...

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  • C# : Direct3D in a control, AND fullscreen on a secondary monitor - what's the best way ?

    - by Led
    I'm working on a C# application that needs to use Direct3D in a control in a windows form, AND (at the same time) fullscreen on a secondary monitor. Basically, I want a Windows Forms application on one screen with a user-interface to control the graphics, and I'd like to show preview-graphics in a small control, and full-blown superduper megafancy graphics fullscreen on a secondary monitor. What's the best way to approach this? (For example, I know XNA can render in a Windows Forms control, but is it possible to then add a fullscreen window on another monitor as well?)

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  • When using Direct3D, how much math is being done on the CPU?

    - by zirgen
    Context: I'm just starting out. I'm not even touching the Direct3D 11 API, and instead looking at understanding the pipeline, etc. From looking at documentation and information floating around the web, it seems like some calculations are being handled by the application. That, is, instead of simply presenting matrices to multiply to the GPU, the calculations are being done by a math library that operates on the CPU. I don't have any particular resources to point to, although I guess I can point to the XNA Math Library or the samples shipped in the February DX SDK. When you see code like mViewProj = mView * mProj;, that projection is being calculated on the CPU. Or am I wrong? If you were writing a program, where you can have 10 cubes on the screen, where you can move or rotate cubes, as well as viewpoint, what calculations would you do on the CPU? I think I would store the geometry for the a single cube, and then transform matrices representing the actual instances. And then it seems I would use the XNA math library, or another of my choosing, to transform each cube in model space. Then get the coordinates in world space. Then push the information to the GPU. That's quite a bit of calculation on the CPU. Am I wrong? Am I reaching conclusions based on too little information and understanding? What terms should I Google for, if the answer is STFW? Or if I am right, why aren't these calculations being pushed to the GPU as well?

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  • Understanding DeviceContext and Shaders in Direct3D/SlimDX

    - by Carson Myers
    I've been working through this tutorial about drawing triangles with SlimDX, and while it works, I've been trying to structure my program differently than in the tutorial. The tutorial just has everything in the main method, I'm trying to separate components into their own classes. But I'm not sure where certain components belong: namely, contexts and shaders. The tutorial (as it's just rendering one triangle) has one device, one swapchain, one device context and one set of shaders. intuition says that there is only one device/swapchain for one game, but with contexts I don't know. I made a Triangle class and put the vertex stuff in there. Should it also create a context? Should it load its own shaders? Or should I pass some global context and shaders to the triangle class when it is constructed? Or pass the shaders and construct a new context? I'm just getting started with 3D programming, so in addition to answering this question, if anyone knows of a tutorial or article or something about the larger-scale structure of a game, I'd be interested in seeing that as well.

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