directx-10

Lights not working properly in Helix Sharp DX

情到浓时终转凉″ 提交于 2020-01-05 11:36:08
问题 I am trying to build an obj file viewer using Helix Toolkit (https://github.com/helix-toolkit/helix-toolkit) with SharpDX. So far I am able to load an object file and render it's contents to Helix Viewport3DX. Model looks good with some obj files but for others there are some lightning problem and back surfaces are always black. I am not sure what am I doing wrong. Is this light problem due to the fact that SharpDX does not support back materials?? Please help. Problem using Helix Sharp DX:

DirectX 10 Draw Text to texture

亡梦爱人 提交于 2019-12-24 10:27:11
问题 I am atempting to draw text to a textured mesh object. The mesh is basically a cube which has been pasted up to the front of the screen. (overall I'm aiming for a menu system). After a bit of googling I've found surprisingly little information on how to draw a text to a texture. I've read that it should be as simple as making a texture, setting it as a render source and then drawing to it, yet I cannot figure this one out. Any ideas, suggestions or skeleton code with the necessary function

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

Directx 11 Front Buffer

时光毁灭记忆、已成空白 提交于 2019-12-21 20:55:49
问题 I am hoping this is a easy answer to an easy question which I cannot find an answer to. How do I access the front buffer in Directx 11 / DXGI? I have found in Directx 9 you can use GetFrontBufferData() and you can use GetBuffer() in Directx 11 to get access to the backbuffer but there are problems with this. The backbuffer doesn't have calculations done to it that the front buffer does. So I was wondering if there is something I am missing. I could try using GetDisplaySurfaceData and unless I

Odd behaviour when trying to create triangle using TriangleStrip Topologu

∥☆過路亽.° 提交于 2019-12-11 11:01:49
问题 I tried to create this 2D triangle in with the Input Assembler set to triangle strip: 1.(0.0f, 0.0f, 0.5f) 2.(-0.5f, 0.0f, 0.5f) 3.(-0.5f, -0.5f, 0.5f) However, no triangle was drawn, in fact nothing was drawn on the render target, not even a single line. I messed around, and then I swapped coordinates 2 and 3 , and it worked. The triangle was drawn just as I intended it to be. What is the reason for this odd behaviour? 回答1: You define your vertex in counter-clockwise order, and Direct3D will

How can I migrate between versions?

℡╲_俬逩灬. 提交于 2019-12-08 08:30:05
问题 What are changes from directx 10 to 11? Ive written some code in directx 10 and I want to change it to directx 11. Is this just about quality and I can do it just by changing headrs and dll files or functions and way of coding have been changed? ing. 回答1: First, I need to say, that nothing will change if you just change your D3D10DoSomething() functions to D3D11DoSomething() . They will do same things. No passive gain. You must use new features explicitly to make your app better. Those

Intermittent Access Violation ID2D1RenderTarget::EndDraw

此生再无相见时 提交于 2019-12-08 04:46:18
问题 I have my Direct2D drawing loop which is running successfully for hours, even days, except for the intermittent access violation error. There is no pattern for this to happen, mostly after several hours, sometimes after just a few seconds. Unhandled exception at 0x5f990099 (d3d11.dll) in XX.exe: 0xC0000005: Access violation reading location 0x00000fe0. I am keeping a log of the return HRESULT of EndDraw if not successful. All the previous EndDraw s seem to return S_OK . There aren't any other

How can I migrate between versions?

岁酱吖の 提交于 2019-12-06 16:01:44
What are changes from directx 10 to 11? Ive written some code in directx 10 and I want to change it to directx 11. Is this just about quality and I can do it just by changing headrs and dll files or functions and way of coding have been changed? ing. First, I need to say, that nothing will change if you just change your D3D10DoSomething() functions to D3D11DoSomething() . They will do same things. No passive gain. You must use new features explicitly to make your app better. Those features that D3D10 don't have: such as hardware tessellation, compute shader, many many other stuff. To code. So,

Directx 11 Front Buffer

我们两清 提交于 2019-12-04 16:57:25
I am hoping this is a easy answer to an easy question which I cannot find an answer to. How do I access the front buffer in Directx 11 / DXGI? I have found in Directx 9 you can use GetFrontBufferData() and you can use GetBuffer() in Directx 11 to get access to the backbuffer but there are problems with this. The backbuffer doesn't have calculations done to it that the front buffer does. So I was wondering if there is something I am missing. I could try using GetDisplaySurfaceData and unless I have mis-understood something then it wouldn't work because I am not always in full-screen mode. Edit:

Copy Texture to Texture

巧了我就是萌 提交于 2019-12-02 20:02:54
问题 I've done 2 programs to use Shared Resources, running on SlimDX & DirectX10. One program will display the shared texture on a 3D mesh. The 2nd program will load an image as texture. So far I need to pass the shared handled everytime the texture is update from a new image. Now, is there a way that I can initialize a fixed size shared texture (Texture2D), then everytime when I load a new image, all I need to do is load it as texture, then copy it to the existing texture. This way the shared