Advertisement

Latest dx9 Activity

I am trying to convert a post processing vignette into a torchlight effect and have the centre position brighter instead of the dark edges but unable to work out depth buffer so as to get depth adjustments.

My code is in HSLS (Dx9) and this is what I have (based off CopperCube game engine - irrLicht…

2,856 views
Advertisement

when I move the camera close to the reflection plane, that have a strange things, it will generate a border on the edge of viewport.

2,659 views
pbivens67
January 19, 2023 06:29 PM

I am taking a break from programming, and I am going to study for my A+ cert. 

4,822 views

Thread locked because OP started a duplicate thread today in another forum.

2,393 views
Tom Sloper
January 18, 2023 12:14 AM

Thread locked because two more threads were created by the OP on the same topic.

3,779 views
How to cut a texture created with DirectX9?

I created two textures in DirectX9 with CreateTexture method (one little HQ and one big LQ), and for some reason my shadow textures are blending on my Terrain. Is there any way to stop that blending ? I want my small texture to seamless continue the big low resolution one, without multiply/blending…

4,211 views
Tom Sloper
March 30, 2022 06:36 PM

And we're done. Lorenzo's answer does not need explaining.

5,293 views
DirectX 9 shadow going to infinity bug (front/back)

If you're finding it difficult to pick up shader-writing from code, then perhaps you might find it easier via tutorials. Something that can take you one step at a time through the matter, rather than a program already full of unfamiliar keywords and concepts.

I don't have a specific tutorial to offe…

9,757 views
DirectX9 texture separation problem

Hi, I have a problem in DX9 with two textures. 
I created 2 textures for the shadow (one small HQ, and another large LQ.) The problem is that texture comes over texture. I want the small texture to be alone, without the large texture , the large texture to be only on the edges. (not to overlap …

2,755 views
DirectX9 Shadow passing through objects/terrain

eduard_ionut said:
My character will also have his own shadow on him. There will be an infinite shadows from the shadow vector direction..

Yeah, that's why you need the depth test.
This image should help:
 

Basically, the front side of the character which should not be shadowed by itself is the cas…

4,881 views

hplus0603 said:

The alternative is that you project a ray into the mesh space, do collision detection at triangle level, then figure out the texture UV coordinates for the triangle (if you already have the position/indexes, this is easy) and calculate the barycentric coordinates to weight the UV val…

4,597 views

@21st Century Moose This is the problem… I can't check the HRESULT from the Present() because the program stops WHILE making the Present (I checked this by putting the execution on Pause to see where the principal Thread stopped, and that's how I knew that it was the Present() that made all crash.)…

7,470 views

@MJP definitely, good to know. But now that bb is efficiently (enough) copied to DX11, I have higher priority problem to solve - certain reflections are off, and I've no idea why :D Remember, no source code, assembly only…. + 20 years of beer drinking does not help - and yet, reflections is the las…

12,841 views

Do power of two growth of original sample, that means if you have 800x600 main buffer, render to 1600x1200 buffer. Then, either, create mipmap for level 2 only from the big buffer, and use it as a texture directly on main buffer quad, or manualy downsample by averaging 4 pixels to one pixel. This w…

7,767 views

Did you try to render a simple triangle or quad (hardcoded), using the rest of the code to validate that the issue is in the mesh data?

4,288 views
Direct3D9 Rendering Problem

Okay, I'm pretty sure that my matrix is correct. I'm using the exact interfaces in directx 11 (obv. with correct dx11 implementations), shader ported to 4.0 and it's working. Really want to know what the issue could be for that.

5,998 views
Advertisement
Advertisement