directx

How to adapt DirectX-style world/view/projection matrices to OpenGL?

此生再无相见时 提交于 2020-01-03 01:55:08
问题 I have an application which uses DirectX, and hence a left-handed world-coordinate systen, a view which looks down positive z and a projection which projects into the unit cube but with z from 0..1. I'm porting this application to OpenGL, and OpenGL has a different coordinate system etc. In particular, it's right-handed, the view looks down along negative z, and the projection is into the real unit cube. What is the easiest way to adapt the DirectX matrices to OpenGL? The world-space change

How does one make function calls or trigger events from a Native component into a C#/XAML component?

自作多情 提交于 2020-01-02 19:47:29
问题 I am developing a WP8 application with a Native (DirectX/D3D) component and a C#/XAML component. The Native component draws to a UI element and the C#/XAML component has the controls of the app (and other things) surrounding it. Usually, I send information from the C#/XAML component down to the Native component. But there are certain times when I would like to trigger events in the C#/XAML component based on when processing is done in the Native component. In one planned feature, I envision a

Can D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT be passed with D3D_FEATURE_LEVEL_11_0?

試著忘記壹切 提交于 2020-01-02 09:56:24
问题 MSDN on D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT says: Direct3D 11: This value is not supported until Direct3D 11.1. Does this mean runtime version or feature level? Can I pass the flag to D3D11CreateDevice but only pass feature level 11_0? Is the feature level irrelevant and it just depends on the installed runtime version? What happens if I pass the flag to a DX runtime 11.0? Will it just be ignored silently? Or do I first have to detect the DX runtime version somehow, and then pass the flag

Can D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT be passed with D3D_FEATURE_LEVEL_11_0?

爷,独闯天下 提交于 2020-01-02 09:56:24
问题 MSDN on D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT says: Direct3D 11: This value is not supported until Direct3D 11.1. Does this mean runtime version or feature level? Can I pass the flag to D3D11CreateDevice but only pass feature level 11_0? Is the feature level irrelevant and it just depends on the installed runtime version? What happens if I pass the flag to a DX runtime 11.0? Will it just be ignored silently? Or do I first have to detect the DX runtime version somehow, and then pass the flag

Shader - Simple SSS lighting issue

夙愿已清 提交于 2020-01-02 09:28:07
问题 I am trying to create a simple subsurface scattering effect using a shader but I am facing a small issue. Look at those screenshots. The three images represents three lighting states (above surface, really close to surface, subsurface) with various lighting colors (red and blue) and always the same subsurface color (red). As you might notice when the light is above the surface and really close to this surface its influence appears to minimize which is the expected behavior. But the problem is

DirectX SDK project - porting to VS2012

☆樱花仙子☆ 提交于 2020-01-02 07:10:15
问题 I'm porting to visual studio 2012 a solution with a project which uses some headers from the directX SDK in this path: C:/../Microsoft DirectX SDK (June 2010)/Samples/C++/DXUT11/Core the problem is: I'm encountering all the (in)famous re-definitions warnings: 14>c:\program files (x86)\microsoft directx sdk (june 2010)\include\dxgitype.h(12): warning C4005: 'DXGI_STATUS_OCCLUDED' : macro redefinition 14> C:\Program Files (x86)\Windows Kits\8.0\Include\shared\winerror.h(49449) : see previous

DirectX SDK project - porting to VS2012

和自甴很熟 提交于 2020-01-02 07:09:03
问题 I'm porting to visual studio 2012 a solution with a project which uses some headers from the directX SDK in this path: C:/../Microsoft DirectX SDK (June 2010)/Samples/C++/DXUT11/Core the problem is: I'm encountering all the (in)famous re-definitions warnings: 14>c:\program files (x86)\microsoft directx sdk (june 2010)\include\dxgitype.h(12): warning C4005: 'DXGI_STATUS_OCCLUDED' : macro redefinition 14> C:\Program Files (x86)\Windows Kits\8.0\Include\shared\winerror.h(49449) : see previous

Vertex Buffers in opengl

给你一囗甜甜゛ 提交于 2020-01-02 05:24:10
问题 I'm making a small 3d graphics game/demo for personal learning. I know d3d9 and quite a bit about d3d11 but little about opengl at the moment so I'm intending to abstract out the actual rendering of the graphics so that my scene graph and everything "above" it needs to know little about how to actually draw the graphics. I intend to make it work with d3d9 then add d3d11 support and finally opengl support. Just as a learning exercise to learn about 3d graphics and abstraction. I don't know

nVidia SLI Tricks [closed]

我的梦境 提交于 2020-01-02 05:04:28
问题 Closed . This question is opinion-based. It is not currently accepting answers. Want to improve this question? Update the question so it can be answered with facts and citations by editing this post. Closed 4 months ago . I'm optimizing a directx graphics application to take advantage of nVidia's SLI technology. I'm currently investigating some of the techniques mentioned in their 'Best Practices' web page, but wanted to know what advice/experience any of you have had with this? Thanks! 回答1:

C# Capturing A Fullscreen Game With SlimDX

让人想犯罪 __ 提交于 2020-01-01 17:10:55
问题 I have recently made an application that takes screenshots of games. First I used GDI to capture the game but for that I had to disable aero at win7/vis and I had some issues on windows XP. Than I decided going with DirectX and after realizing that microsoft's DX isn't going to work for me, I found this great example of a SlimDX screen capture (http://spazzarama.wordpress.com/2009/02/07/screencapture-with-direct3d/) SlimDX worked GREAT! and it even allowed me to capture a game without having