directx

DirectX compilation error: error MSB6006: “fxc.exe” exited with code 1

半腔热情 提交于 2019-12-24 01:15:19
问题 I am learning DirectX11 but can't get around this problem when compiling the project: Error 1 error MSB6006: "fxc.exe" exited with code 1. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets 1126 5 DirectX I am using Visual Studio 2013, DirectX 11, and the Effects framework. I've searched the internet and did every single thing that they suggested such as properly setting the HLSL Compiler with fx as shader type and 5_0 as shader model. The include, lib and bin

DirectX Lighting

不羁岁月 提交于 2019-12-24 00:59:39
问题 Hi. I've got a small game using directX10 and C++. However, I started making it using the meshloaderfromOBJ10 direct X sample and I have just been building on it. However, my objects are all looking just plain black althought they have colour. I know this is because of the light, but seemingly changing any of the code to do with the light does nothing from this sample. I was wondering if anyone knows a simple(ish) method to just light everything, as in make it bright everywhere. I don't care

Transperency in modern games and other 3D applications

守給你的承諾、 提交于 2019-12-24 00:37:44
问题 I've been learning OpenGL and 3D graphics for a while and I've come to the well-known problem: transparency, translucency and draw order dependency. I know about different alpha-blending algorithms: subtractive, which is best, but requires a correct ordering; additive or multiplying, which are order-independent, but provide poor results; disabling z-buffer techniques; and so on. So, the main conclusion I had learned: there is no magic method to do transparency . The question is: how

3D Graphics Picking - What is the best approach for this scenario

独自空忆成欢 提交于 2019-12-24 00:32:26
问题 I am working on a project which allows users to pick 3d objects in a scene and I was wondering what everyone thought would be the best way to approach this particular scenario. Basically we have a scene with at least 100 objects (they are low-poly but made from at least ~12-15 triangles) and up to about 1000-2000 objects. Not all the objects will be "pickable" at all times because some objects will occlude others so "pickable" objects probably land in the range between 800-1500 (depending on

Take screenshot of any external application using C#

浪子不回头ぞ 提交于 2019-12-23 20:54:16
问题 We have a C# (WPF) application in which we want to take a screenshot of an arbitrary application launched by us (i.e. so we have a reference to the Process we started). The application may be minimized or behind other windows but we still only want the image of the individual application, not overlapping pixels. I know the typical P/Invoke solutions using BitBlt or PrintWindow work most of the time, but those fail (I only get black/transparent pixels) when dealing with an DirectX or OpenGL

Render h264 video frames in directx 11

允我心安 提交于 2019-12-23 20:02:55
问题 I am new to DirectX . I am trying to write a custom IP camera video player and for which I am using DirectX11 to render the decoded image with Wpf Gui as my front end. I am a c# developer and have used managed directx which is no longer updated by microsoft hence moved to wpf and directx11. All parts of my application up to the rendering of the frames is working fine. I have managed to create a D3DImage source which will be used in Wpf app, successfully create my viewports and my device

Implement API to wait for d3d10 commands to finish

China☆狼群 提交于 2019-12-23 12:35:24
问题 I am implementing some functionality which requires me to implement an API to wait for d3d10 to finish rendering.Basically i am trying to implement synchronize access to a shared texture such that i can update a texture after d3d10 is successfully able to present to backbuffer. By calling this black box api i think this can be achieved and i think it will be something similar like glfinish().I have read we can use ID3D10Query queries for implementing synchronize access. D3D10_QUERY_DESC

Building with XAudio2 on Windows 7

 ̄綄美尐妖づ 提交于 2019-12-23 12:08:55
问题 I'm trying to use the following instructions to build some code that uses XAudio2 and runs on Windows 7: http://msdn.microsoft.com/en-us/library/windows/desktop/ee663275%28v=vs.85%29.aspx As suggested, I'm including the XAudio2.h from the DirectX SDK: #include <%DXSDK_DIR%Include\xaudio2.h> Result: fatal error C1083: Cannot open include file: '%DXSDK_DIR%Include\xaudio2.h': No such file or directory Oh well. I was pretty sure VC++ didn't expand environment variables like that anyway. So I

Displaying 100 Floating Cubes Using DirectX OR OpenGL

独自空忆成欢 提交于 2019-12-23 06:56:46
问题 I'd like to display 100 floating cubes using DirectX or OpenGL . I'm looking for either some sample source code, or a description of the technique. I have trouble getting more one cube to display correctly. I've combed the net for a good series of tutorials and although they talk about how to do 3D primitives, what I can't find is information on how to do large numbers of 3D primitives - cubes , spheres , pyramids , and so forth. 回答1: You say you have enough trouble getting one cube to

Displaying 100 Floating Cubes Using DirectX OR OpenGL

。_饼干妹妹 提交于 2019-12-23 06:56:15
问题 I'd like to display 100 floating cubes using DirectX or OpenGL . I'm looking for either some sample source code, or a description of the technique. I have trouble getting more one cube to display correctly. I've combed the net for a good series of tutorials and although they talk about how to do 3D primitives, what I can't find is information on how to do large numbers of 3D primitives - cubes , spheres , pyramids , and so forth. 回答1: You say you have enough trouble getting one cube to