Recent update: 2008-3-21
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 ...
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.
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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 ...
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 = ...
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.
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 ...
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 ...
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>
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
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 ...
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?
... 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 ...
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?
<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>
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". ...
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 ...
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 ...
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:- ...
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.
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 ...
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 ...
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
Is the source code available? I tried searching the forums and the web to no avail.
Is the source code available? I tried searching the forums and the web to no avail.
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 ...
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weary at 2008-2-14
Is there any limit? It sounds like there isn't, but wouldn't this be a problem for parallelism?
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 ...
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 ...
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 ...
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 ...
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 : ...
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.
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?
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 ...
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 ...
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 ...
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, ...
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 ...
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.
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 ...
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: ...
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 ...
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:- ...
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 ...
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: ...
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 ...
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 ...
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 ...
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?
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 ...