directx

DirectX/C++ 3D Engine programming: Learn now, or wait for DirectX 12? [closed]

|▌冷眼眸甩不掉的悲伤 提交于 2019-12-17 16:52:40
问题 Closed . This question needs to be more focused. It is not currently accepting answers. Want to improve this question? Update the question so it focuses on one problem only by editing this post. Closed 3 years ago . I'm a relatively ok-ish programmer, but my main focus has been in application development with C# so far. I have almost zero experience with game development and 3d engines - I've begun reading up on how 3d Engines work in general, e.g. there was a wonderful guide explaining how

Hook/Overlay a DirectX game?

岁酱吖の 提交于 2019-12-17 10:25:25
问题 Can anyone tell me how to hook/overlay a DirectX game in C#? I've tried getting a fullscreen C# window to overlap a game, however it wont. After researching a little, I found out that I need to hook the game and then display the C# window. Can anyone explain how I would do this? Would I be able to display a C# form over a DirectX game? 回答1: (disclosure: I work for this company) You can try our Deviare API, it has functionality to hook COM objects from C#. It's a set of COM objects that can be

Comparison between XNA and DirectX (C#)

陌路散爱 提交于 2019-12-17 10:18:44
问题 In terms of PC development (excluding Xbox and Zune), What is the difference between XNA and C# DirectX? Does C# DirectX have a significant advantage over XNA (in terms of speed, royalties, etc)? How are the two compared to the speed unmanaged C++ DirectX? Where is the industry moving in terms of game programming? 回答1: If you're actually good at writing unmanaged code, then you'll probably be able to write a faster graphics engine on top of DirectX. However, for the hobbyist, XNA has plenty

How to achieve smooth tangent space normals?

家住魔仙堡 提交于 2019-12-17 06:53:22
问题 I'm trying to add bump mapping functionality to my application but I'm getting very faceted models: The reason it is happening is because I'm calculating tangent, binormal and normal on per face basis and completely ignoring the normals I'm getting from the model file. The calculation currently uses two edges of the triangle and texture space vectors to get tangent and binormal, which are then used to calculate normal by cross product. It is all done on the CPU as soon as the model loads and

How to achieve smooth tangent space normals?

混江龙づ霸主 提交于 2019-12-17 06:52:14
问题 I'm trying to add bump mapping functionality to my application but I'm getting very faceted models: The reason it is happening is because I'm calculating tangent, binormal and normal on per face basis and completely ignoring the normals I'm getting from the model file. The calculation currently uses two edges of the triangle and texture space vectors to get tangent and binormal, which are then used to calculate normal by cross product. It is all done on the CPU as soon as the model loads and

How can I reverse engineer a DirectShow graph?

£可爱£侵袭症+ 提交于 2019-12-17 04:09:53
问题 I have a DirectShow graph to render MPEG2/4 movies from a network stream. When I assemble the graph by connecting the pins manually it doesn't render. But when I call Render on the GraphBuilder it renders fine. Obviously there is some setup step that I'm not performing on some filter in the graph that GraphBuilder is performing. Is there any way to see debug output from GraphBuilder when it assembles a graph? Is there a way to dump a working graph to see how it was put together? Any other

How can I reverse engineer a DirectShow graph?

人盡茶涼 提交于 2019-12-17 04:08:05
问题 I have a DirectShow graph to render MPEG2/4 movies from a network stream. When I assemble the graph by connecting the pins manually it doesn't render. But when I call Render on the GraphBuilder it renders fine. Obviously there is some setup step that I'm not performing on some filter in the graph that GraphBuilder is performing. Is there any way to see debug output from GraphBuilder when it assembles a graph? Is there a way to dump a working graph to see how it was put together? Any other

How do I pass a handle of DXGI shared resource to another process?

倾然丶 夕夏残阳落幕 提交于 2019-12-14 03:20:38
问题 https://msdn.microsoft.com/en-us/library/windows/desktop/bb174562(v=vs.85).aspx According to the documentation of IDXGIResource::GetSharedHandle, I should be able to "marshal this handle to another process to share a resource with a device in another process". But it's not clear how to pass this handle. Can I just pass the value of this handle to another process? Or do I need some specific method? Thanks! 回答1: Yes, you can pass this handle directly to another process and access it via

Include mouse cursor in screen capture using SharpDX

蹲街弑〆低调 提交于 2019-12-13 19:43:14
问题 I'm using the ScreenCapture sample of SharpDX library to be able take a screenshot of a game that is in fullscreen (because common GDI+ capture techniques here doesn't work, even the Windos default "Print" key cannot take a proper screenshot of the game). The code that I'm using in my application is practically the same of the official sample linked above (translated to VB.NET), so I think is not necessary to publish the same code block here. The problem I have is that I would like to include

Simulating Keyboard with SendInput C#

假装没事ソ 提交于 2019-12-13 18:48:06
问题 I tried to simulate a key from the keyboard for a direct x game with this code: public static void Send(short Keycode) { INPUT[] InputData = new INPUT[1]; InputData[0].type = 1; InputData[0].ki.wScan = Keycode; InputData[0].ki.dwFlags = KEYEVENTF_KEYUP | KEYEVENTF_SCANCODE; InputData[0].ki.time = 0; InputData[0].ki.dwExtraInfo = IntPtr.Zero; SendInput(1, InputData, Marshal.SizeOf(typeof(INPUT))); } The problem is, this does not simulate the key. The key isn't pressed. 回答1: You need to send a