RasterTek | DirectX 11 Tutorials | SDK library
kandi X-RAY | RasterTek Summary
kandi X-RAY | RasterTek Summary
The source code of RasterTek's DirectX 11 tutorials (made ready to use in Visual Studio 2017). Documentation and further explanation can be found at RasterTek. I am not backing all the (software) design decisions nor the used conventions, but the tutorials get the things done, obtain very pleasing results and are inspiring for people wanting to grasp the rendering pipeline (which is for most special effects less intuitive as opposed to ray tracing). These tutorials require the obsolete DirectX 11 SDK which is very similar to the DirectX 11 component contained in the Windows SDK. With the exception of the use of D3DXMath (for which DirectXMath is a superior and widely used alternative), nearly all code would remain the same and is still relevant. For more info, I refer to Chuck Walbourn's Living without D3DX.
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QUESTION
My object is a smooth barrel, with only the color and the original normals it looks like this:
When I try to add the normal detail via a texture the smooth normals get overwritten like so:
Is there a better way to merge the new normal texture without overriding the smooth edges?
The code is mostly from the rastertek tutorials found here https://www.rastertek.com/tutdx11.html
The Vertex Shader
...ANSWER
Answered 2021-Feb-28 at 21:21The issue is this formula:
QUESTION
I am trying to write a small 3D game in C++, using DirectX 11. This is absolutely the first time I have attempted to write a game using only a graphics API. I have been following the tutorials on the website Rastertek.com up to Tutorial 9 for ambient lighting.
After implementing movement and collisions for the player, I increased the size of my play area. This is when I noticed my issue: the textures I am using for the walls and floor of my play area are not being rendered the way I expected them to.
Maybe you can tell how the lines on the wall appear strangely broken up - I was expecting them to be rendered properly at larger distances (like they are close up).
The thing that seems most weird to me, though, is that the lines can be rendered from far away, but only while moving the camera around the scene and only on certain parts of the wall. Standing still breaks the texture again. I tried capturing this effect on video, but I had no success getting it to show up in the video I took with the GeForce Experience.
I tried playing around with a bunch of the settings that DirectX offers, like the rasterizer or the depth buffer descriptions, I tried to enable and disable VSync, Antialiasing and Multisampling, I tried using Anisotropic filtering instead of linear filtering... But none of it had any effect.
I do not know where to look and what to try next. Am I just going to have to accept that my textures will look terrible at any sort of distance?
...ANSWER
Answered 2020-Dec-15 at 18:54You need to generate mip maps for the texture you load. Check the DDSTextureLoader.h/cpp and WICTextureLoader.h/cpp here.
For example, to load the .dds image with mip maps, you would use:
QUESTION
I used DrawIconEx (GDI/D3D11 interoperability and CopyResource) to generate an ID3D11Texture2D which has many pixels with an alpha channel value of 0. this texture has been verified by D3D11_USAGE_STAGING/Map to view the pixel value and ScreenGrab save png (relevant code needs to be modified: DXGI_FORMAT_B8G8R8A8_UNORM->Use GUID_WICPixelFormat32bppBGRA instead of GUID_WICPixelFormat24bppBGR).
When I use the rendering texture method of Tutorial 5: Texturing, the alpha value of 0 pixels will be rendered as black, which is not what i want, I hope these pixels render to be transparent. What will be done to achieve the goal? Here is my relevant code:
...
ANSWER
Answered 2020-Nov-11 at 06:46The problem has been solved: Perform the OMGetBlendState(_blend_state... setting before rendering the "alpha" texture, and restore the default blendstate after rendered
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