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Latest directx9 Activity
cvaqabond said:
However, I must clearly state that I am a novice in directx programming. What does this mean and what should I do?
It means that you cannot both use multi-sampling and a lockable backbuffer at the same time. You need to determine what the application is locking the backbuffer for, and…
Hi @aerodactyl55 , many thanks for your reply.
Yes - agreed re. device capabilities. It was one of the first things I checked… and all the things I think I'm using are marked as supported on both GPUs I'm testing on (an NVidia mobile GPU and an embedded Intel GPU). It could still be some…
Before you start to make video games, learn how to ask questions.
cvaqabond said:
Yes you are right Dx9 is very old, I would like to work with newer versions like dx11. However, as I mentioned, since I am very unfamiliar with this subject, it is not easy for me to switch versions. Maybe one day I'll be able to upgrade to more current versions after I get some know…
it is a variable that holds a memory value that points to a variable
#edit
solved
sodaboy581 said:
Also, TAA is only good if your game runs at over 45fps, right?
Most games since PS4 used it, lots of them targeting 30 fps.
But i rarely see it used by smaller devs using their own custom engines. Probably because its complexity and issues. The issues also affect production and conten…
Fixed, had the wrong width and height when generating the verts :/
Hello, I have a problem in DX9: I am projecting objects with the LightProj
matrix.
The problem is that my objects will be projected from (-infinity to +infinity).
At the end, I'm setting the object projection texture SetTexture(projection)
with
SetTransform…
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…
eduard_ionut said:
But now, my textures are blending (Texture1+Texture2), I don't want to have the pixelated and the good quality one at the same time in the center. I don't know how to delete the big one, only where my smaller one is (center). I hope you understand my idea (CS:GO is using that conc…
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…
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 …
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 ca…
Hi,
I have a old-game source C++, with DirectX9, and I want to improve the graphics.
How I can implement the HLSL code in Visual Studio, to make the game reading that HLSL code ?
I searched on the internet, but nothing..
Hi, I'm just migrating from DirectX9 to DirectX11, and there are so many functions in DirectX9 that doesn't exist in DirectX11.
Is there any tutorial (except that one from Microsoft), that can help me ? Thanks.
is there anyone here good at direct x 9?
Hi, I have an old game source from 2004, the game runs DirectX9, and I want to improve the graphics.
I downloaded NVIDIA FX Composer 2.5, and I created a “Phong_bump_relect.fx”.
I want to add the effect to my terrain, is there any way ?
I tried like this, on the terrain render function:
if (D3DXCreate…
I am trying to get my paddle sprite to move but it won't move at all. Here is my keyboard input code.
//WindowProc - Handles input sent to the window.
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessa…