Direct3D 10 - Game Technologies: DirectX, XNA, XACT, etc.
Recent update: 2008-3-21

DDS file for DXGI_FORMAT ...

321 byte By AiSorcerer at 2008-3-7
I'm porting a DDS file reader/saver to DX10 and found something like that D3DFMT_A8R8G8B8 has no direct enum maping to DXGO_FORMAT's.Should I do the pixel swizzle/conversion stuff for DX10, or there will be a new DDS file format which takes DX10 DXGI_FORMAT enum directly (or analogous ...

DepthStencil array

188 byte By PascalMignot at 2008-3-6
What is the use and the conditions of use of a DepthStencil array (<strong>SetDepthStencilArray</strong>) ? Could someone also give an example of application? Thanks.

setup desktop resolution as static

338 byte By Max2 at 2008-3-5
is it possible in current version of DX10 in Vista setup desktop resolution as static? In result if any application tryies to change resolution, DX change it virtually, but actually will work with desktop resolution. I think it would be nice to have this feature for current LCD displays, which ...

Rasterizer default state

518 byte By PascalMignot at 2008-3-3
What are the default values of the RasterizerState?This point is not documented and RSGetState returns NULL on a default pipeline.From common sense (and some experiences), I would say:FillMode = Solid CullMode = Front FrontCounterClockwise = TRUE DepthBias = 0DepthBiasClamp = ...

d3dx10d.dll

221 byte By Black-Pear at 2008-3-1
I was using the Direct3d9 samples from DirectX and while running i hadn't got any problems, but when i was copying the code from the sample into my own empty project a message occured that i haven't got the d3dx10d.dll.

DirectX 10 release date

323 byte By ashrafetto at 2008-2-28
Hi. When is the DirectX 10 technology coming out? Will it be a good idea to get it as soon as it's released or should I wait until any problems in the system are found? I'm basically delaying buying a laptop until I can get it with DirectX 10 & Windows Vista, which I know will be released ...

d3d10 specs

452 byte By owenh at 2008-2-27
Sorry if im being stupid but where can I find the exact D3D10 Specification? I want to find out exact details like what precise parts of the ieee 754 spec it does/doesn't support. I have read the David Blythe's useful overview of the spec and also Nvidia's similar document, however is the ...

DirectX10 asm

275 byte By robydx at 2008-2-26
<div>actually I can't use Vista for make test in DirectX10, can please anyone post here an fx file with vertex,pixel and geometry shader and the relative compilation in asm using fxc10.</div> <div>I need to see it for a project that I've in mind</div> <div>thanks</div>

Managed Direct3D 10

152 byte By ABS123 at 2008-2-25
Since XNA only supports DirectX 9.0 Where is Managed Direct3D 10 ? I hope there will be Managed wrapper for Direct3D 10 thanks

D3D10 Sprites are insane.

4929 byte By nekoWendy at 2008-2-24
I'm trying to draw a single sprite to the screen. I have a window created (640,480) and the texture loaded in properly. The sprite drawing uses the code below in a Render() function. When run, the sprite does show up but is either tiny when scaling is not applied or skewed when scaling is ...

Vista RC2

213 byte By Nightmare_BE at 2008-2-23
I'm still waiting to install vista RC2 cause D3D10 is not compactible with it. So will the december release of the DXSDK contain a compactible version for this build? or will it allready require RTM?

Now that D3D10 hardware is available...

1394 byte By JackHoxley at 2008-2-22
... has anyone actually been able to run their own programs using only publicly available resources?The October SDK requires Vista RC1, which I'm currently using.Seems that they made some DDI changes in Vista RC2 such that it is no longer compatible and the latest publicly available drivers ...

Vista RC2

213 byte By Nightmare_BE at 2008-2-22
I'm still waiting to install vista RC2 cause D3D10 is not compactible with it. So will the december release of the DXSDK contain a compactible version for this build? or will it allready require RTM?

GetDimensions for Buffer?

141 byte By PascalMignot at 2008-2-21
<P>Since GetDimensions is not available for buffers, is there a way to know the size of a buffer in a shader?</P> <P>Thanks.</P> <P> </P>

DirectInput8::ConfigureDevices with D3D10?

731 byte By TimPreston at 2008-2-20
In order to continue supporting older controllers, we're trying to maintain our DirectInput8-based input handling system while building a D3D10 renderer. Unfortunately, once we've created a D3D10 device, the ConfigureDevices function returns an error "Class not registered". ...

How to define a texture buffer?

1126 byte By PascalMignot at 2008-2-19
I try to define manually a texture buffer, and I can't figure out how it works (no sample since the skinning10 sample uses effects, and very few documentations):In the API,How a texture buffer is defined? As a texture or as a buffer resource? (the name suggests a texture resource ...)With what ...

samplecmp usage?

673 byte By PascalMignot at 2008-2-18
What exactly do the samplecmp HLSL instruction?From what I understand from the documentation: v = MyTexture.samplecmp( MySampler, Position, CmpRef );seems to perform something like this: CmpVal = MyTexture.load(Position); if (CmpVal CmpOp CmpRef) then v = MyTexture.sample( MySampler, Position ...

About formats and multisampling

488 byte By PascalMignot at 2008-2-17
I'm checking currently supported DXGI format, what exactly is the difference between:- D3D10_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET- D3D10_FORMAT_SUPPORT_MULTISAMPLE_RESOLVEWhat is the meaning of the following formats:- G8R8_G8B8_UNORM and R8G8_B8G8_UNORMHow are coded the following formats:- ...

DirectX SDK october 2006 + Vista RC2

231 byte By PascalMignot at 2008-2-16
I've head that Windows Vista RC2 will be out by the end of the week. Since the next DirectX SDK of october 2006 is still not out for now, do someone know what DirectX SDK will be compatibles with Vista RC2? Thanks.

SDK won't compile on VS2003 -> Syntax error in D3D10.h

500 byte By danpaul88 at 2008-2-15
When I try to compile the code from Tutorial 01 that comes with the October SDK in VS2003 it gives the following errors;i:\Program Files\Microsoft DirectX SDK\Include\D3D10.h(818): error C2061: syntax error : identifier '__out'i:\Program Files\Microsoft DirectX SDK\Include\D3D10.h(822): error ...

Setting a Sampler state in an Effect using C++ Code

1027 byte By big4ared at 2008-2-15
Long time listener, first time caller . . .Is there a good clean way to set the sampler used in an effect? I've got an FX file with a sampler and a texture.Texture2D tex;SamplerState sam;...tex.Sample( sam, inputTex.xy )What I'm trying to do is set the sampler from the app, so that it can be ...

Managed Direct3D 10

152 byte By ABS123 at 2008-2-15
Since XNA only supports DirectX 9.0 Where is Managed Direct3D 10 ? I hope there will be Managed wrapper for Direct3D 10 thanks

Right forum? Where to obtain the source code for the XFest 06 Exploiting D3D 10 - Adv Tech t

83 byte By StevenWoo at 2008-2-15
Is the source code available? I tried searching the forums and the web to no avail.

Right forum? Where to obtain the source code for the XFest 06 Exploiting D3D 10 - Adv Tech talk

83 byte By StevenWoo at 2008-2-15
Is the source code available? I tried searching the forums and the web to no avail.

Removal of ID3D10Device::CheckVertexCache()

1432 byte By JackHoxley at 2008-2-14
Hi,I've had a bit of a break from Vista/D3D10 and just recently got a Beta-2/June SDK setup running and am getting back into D3D10 programming again.I noticed that the ID3D10Device::CheckVertexCache() method got removed between April'06 and June'06 SDK's - why?!The release notes nor the ...

What is the maximum number of triangles a geo shader can output

97 byte By weary at 2008-2-14
Is there any limit? It sounds like there isn't, but wouldn't this be a problem for parallelism?

No ID3DX10Line?

1046 byte By tranders at 2008-2-13
I do not see any documentation for a D3D 10 version of ID3DXLine. Granted the DX9 ID3DXLine interface is a complete joke -- both in performance and quality, at least there is a way to get a few stylized lines in the 3D view. While games don't use stylized wireframe, this is a cornerstone for ...

Loading of X files?

342 byte By nekoWendy at 2008-2-13
I've noticed the ID3DX10Mesh class, but there doesn't seem to be aneasy way to load an X file into one. Previously with D3D9 there was aD3DX function called D3DXLoadMeshFromX to do this. Will similar functionality be included for D3D10 or should we handle X file loading on our ...

Frame capture

2031 byte By Nightmare_BE at 2008-2-12
refering to Jack Hoxley in the post Ref Device ( http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=781444&SiteID=1) Jack Hoxley wrote:My current "solution" is to rig up frame-capture into my DXUT framework; I can then use VirtualDUB to stitch a stream of BMP's together as a ...

Does texel space offset result in dependent read?

1893 byte By KapoulkineArseny at 2008-2-11
Ok, so here is the problem. I have PCF, and I am doing something like:[unroll] for (int y = ...; ...; ++y)[unroll] for (int x = ...; ...; ++x)tex.Sample(sampler, input.texcoord, int2(x, y));Everything is fine, unless I want to optimize it and for example do PCF only for shadowed points. I put ...

Manual Binding of SamplerStates and Resources

502 byte By PascalMignot at 2008-2-10
I'm trying to use pure HLSL without using the effect framework. Since in DX10, a sampler slot is not binded to the same texture slot, I don't know how to manually bind a sampler state and a resource to a peculiar slot.I suppose the syntax should be something like:Texture2D MyTexture : ...

DirectX SDK october 2006 + Vista RC2

231 byte By PascalMignot at 2008-2-10
I've head that Windows Vista RC2 will be out by the end of the week. Since the next DirectX SDK of october 2006 is still not out for now, do someone know what DirectX SDK will be compatibles with Vista RC2? Thanks.

DXGI_USAGE_SHADER_INPUT

180 byte By PascalMignot at 2008-2-8
Can someone explain what is the purpose of DXGI_USAGE_SHADER_INPUT in the BufferUsage field of the DXGI_SWAP_CHAIN_DESC structure when creating a swap chain?

about system values SV_*

1486 byte By PascalMignot at 2008-2-8
1/ SV_RenderTargetArrayIndex / SV_TargetSV_RenderTargetArrayIndex able to choose in which RenderTarget a primitive must be draw. The PixelShader write its output with SV_Target (so, SV_Target0 as shown in the CubeMapGS example).In a multiple RenderTargets pipeline:a/ is it possible to set a ...

Does fullscreen work?

670 byte By nekoWendy at 2008-2-7
Is anyone working in fullscreen mode? After attempting to get fullscreen toggle working in my own code I decided to see if the DX samples were having the same problem. I ran the Tutorial 10 sample and clicked on the 'toggle fullscreen' button. It attempts to go fullscreen and that's when I ...

RenderTexture?

2505 byte By shade at 2008-2-7
I would like to be able to render into a texture under DirectX9 i made a simple RenderTexture class however I am not sure on how to tackle rendering to a 2D texture under DirectX10.My first puny attempt seems to fail when I create the render target view using CreateRenderTarget in ...

ID3D10Counter usage

1934 byte By PascalMignot at 2008-2-7
I'm trying to test Counters, with some problems. Here is a code snippet: const int nCounters = 5;const D3D10_COUNTER type[ nCounters ] = { D3D10_COUNTER_GPU_IDLE, D3D10_COUNTER_VERTEX_PROCESSING, D3D10_COUNTER_GEOMETRY_PROCESSING, D3D10_COUNTER_PIXEL_PROCESSING, ...

Does texel space offset result in dependent read?

1893 byte By KapoulkineArseny at 2008-2-7
Ok, so here is the problem. I have PCF, and I am doing something like:[unroll] for (int y = ...; ...; ++y)[unroll] for (int x = ...; ...; ++x)tex.Sample(sampler, input.texcoord, int2(x, y));Everything is fine, unless I want to optimize it and for example do PCF only for shadowed points. I put ...

Ref Device

270 byte By shade at 2008-2-6
Is wether there is there any work on optimizing the reference device, although it is nice to play around with DirectX10 the frame rates makes it difficult to get valid visual feedback. I am using Vista RC1 x86 on a NV40 with NVIDIAs 96.33 forceware driver.

CDXUTDialogResourceManager cannot be deleted and recreated.

1610 byte By OnlineGameGuy at 2008-2-6
This bug took three days to track down. It's nasty!The sympthom was that every time I moved the D3D window from my primary monitor to my secondary monitor or vice-versa, D3DXCreateFont() would have a protection fault. Eliminating all of the fonts in my code reveals that other D3D functions ...

Calling Present() with sync interval of 1 in windowed mode

1666 byte By GregBooker at 2008-2-5
Hi all,I'm currently working on porting an existing engine to D3D10 (using Vista RC1 build 5600, DX9 SDK Aug 2006) on RefRast.With a windowed device I get the following debug output when calling Present(1, 0) on my swap chain.First-chance exception at 0x7676dde0 in ArtPreviewerDebug.exe: ...

No ID3DX10Line?

1054 byte By tranders at 2008-2-5
I do not see any documentation for a D3D 10 version of ID3DXLine. Granted the DX9 ID3DXLine interface is a complete joke -- both in performance and quality, at least there is a way to get a few stylized lines in the 3D view. While games don't use stylized wireframe, this is a cornerstone for ...

About formats and multisampling

488 byte By PascalMignot at 2008-2-4
I'm checking currently supported DXGI format, what exactly is the difference between:- D3D10_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET- D3D10_FORMAT_SUPPORT_MULTISAMPLE_RESOLVEWhat is the meaning of the following formats:- G8R8_G8B8_UNORM and R8G8_B8G8_UNORMHow are coded the following formats:- ...

Fixed functionality post deleted?

1280 byte By tranders at 2008-2-4
I posted a question the other day about the loss of the fixed function rendering in Direct3D 10 and suggested that Microsoft provide some native support for "stock shaders" that would implement fixed function rendering without requiring EVERY SINGLE APPLICATION to write their own ...

Calling Present() with sync interval of 1 in windowed mode

1679 byte By GregBooker at 2008-2-4
Hi all,I'm currently working on porting an existing engine to D3D10 (using Vista RC1 build 5600, DX9 SDK Aug 2006) on RefRast.With a windowed device I get the following debug output when calling Present(1, 0) on my swap chain.First-chance exception at 0x7676dde0 in ArtPreviewerDebug.exe: ...

Fixed functionality post deleted?

1272 byte By tranders at 2008-2-4
I posted a question the other day about the loss of the fixed function rendering in Direct3D 10 and suggested that Microsoft provide some native support for "stock shaders" that would implement fixed function rendering without requiring EVERY SINGLE APPLICATION to write their own ...

Vista 5728-16387

659 byte By RalfKornmann at 2008-2-3
WarningThe Direct3D 10 version that is included with Vista 5728-16387 is not in sync with the August SDK. The runtime is not able to load the reference rasterizer because there is a version conflict. For Direct3D 10 development stay with Vista RC1 ...

No ID3DX10Line?

1046 byte By tranders at 2008-2-3
I do not see any documentation for a D3D 10 version of ID3DXLine. Granted the DX9 ID3DXLine interface is a complete joke -- both in performance and quality, at least there is a way to get a few stylized lines in the 3D view. While games don't use stylized wireframe, this is a cornerstone for ...

What kind of data will invoke the excution of a GS

232 byte By Brainter at 2008-2-2
GS provides a flexible way for users to generate new primitives. We want it is more flexible. If we emit some new primitives without use any input data such as position or color. This case supported by current DX10?

Several REF/Runtime/documentation bugs/suggestions

3557 byte By KapoulkineArseny at 2008-2-2
Hi, everybody. I've been doing things with D3D10 for some time and I must say that I'm overallimpressed, it's a very good piece of software. However, there are some things I'd like to seeimproved.The first one is improvement of documentation - I hope, that it will be done before release ...