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    • By Endemoniada

      Hi guys, when I do picking followed by ray-plane intersection the results are all wrong. I am pretty sure my ray-plane intersection is correct so I'll just show the picking part. Please take a look:
      // get projection_matrix DirectX::XMFLOAT4X4 mat; DirectX::XMStoreFloat4x4(&mat, projection_matrix); float2 v; v.x = (((2.0f * (float)mouse_x) / (float)screen_width) - 1.0f) / mat._11; v.y = -(((2.0f * (float)mouse_y) / (float)screen_height) - 1.0f) / mat._22; // get inverse of view_matrix DirectX::XMMATRIX inv_view = DirectX::XMMatrixInverse(nullptr, view_matrix); DirectX::XMStoreFloat4x4(&mat, inv_view); // create ray origin (camera position) float3 ray_origin; ray_origin.x = mat._41; ray_origin.y = mat._42; ray_origin.z = mat._43; // create ray direction float3 ray_dir; ray_dir.x = v.x * mat._11 + v.y * mat._21 + mat._31; ray_dir.y = v.x * mat._12 + v.y * mat._22 + mat._32; ray_dir.z = v.x * mat._13 + v.y * mat._23 + mat._33;  
      That should give me a ray origin and direction in world space but when I do the ray-plane intersection the results are all wrong.
      If I click on the bottom half of the screen ray_dir.z becomes negative (more so as I click lower). I don't understand how that can be, shouldn't it always be pointing down the z-axis ?
      I had this working in the past but I can't find my old code
      Please help. Thank you.
    • By turanszkij
      I finally managed to get the DX11 emulating Vulkan device working but everything is flipped vertically now because Vulkan has a different clipping space. What are the best practices out there to keep these implementation consistent? I tried using a vertically flipped viewport, and while it works on Nvidia 1050, the Vulkan debug layer is throwing error messages that this is not supported in the spec so it might not work on others. There is also the possibility to flip the clip scpace position Y coordinate before writing out with vertex shader, but that requires changing and recompiling every shader. I could also bake it into the camera projection matrices, though I want to avoid that because then I need to track down for the whole engine where I upload matrices... Any chance of an easy extension or something? If not, I will probably go with changing the vertex shaders.
    • By evelyn4you
      in my game engine i want to implement my own bone weight painting tool, so to say a virtual brush painting tool for a mesh.
      I have already implemented my own "dual quaternion skinning" animation system with "morphs" (=blend shapes)  and "bone driven"  "corrective morphs" (= morph is dependent from a bending or twisting bone)
      But now i have no idea which is the best method to implement a brush painting system.
      Just some proposals
      a.  i would build a kind of additional "vertecie structure", that can help me to find the surrounding (neighbours) vertecie indexes from a given "central vertecie" index
      b.  the structure should also give information about the distance from the neighbour vertecsies to the given "central vertecie" index
      c.  calculate the strength of the adding color to the "central vertecie" an the neighbour vertecies by a formula with linear or quadratic distance fall off
      d.  the central vertecie would be detected as that vertecie that is hit by a orthogonal projection from my cursor (=brush) in world space an the mesh
            but my problem is that there could be several  vertecies that can be hit simultaniously. e.g. i want to paint the inward side of the left leg. the right leg will also be hit.
      I think the given problem is quite typical an there are standard approaches that i dont know.
      Any help or tutorial are welcome
      P.S. I am working with SharpDX, DirectX11
    • By Luca Davidian
      Hi, I'm implementing a simple 3D engine based on DirectX11. I'm trying to render a skybox with a cubemap on it and to do so I'm using DDS Texture Loader from DirectXTex library. I use texassemble to generate the cubemap (texture array of 6 textures) into a DDS file that I load at runtime. I generated a cube "dome" and sample the texture using the position vector of the vertex as the sample coordinates (so far so good), but I always get the same face of the cubemap mapped on the sky. As I look around I always get the same face (and it wobbles a bit if I move the camera). My code:   
      //Texture.cpp:         Texture::Texture(const wchar_t *textureFilePath, const std::string &textureType) : mType(textureType)         {             //CreateDDSTextureFromFile(Game::GetInstance()->GetDevice(), Game::GetInstance()->GetDeviceContext(), textureFilePath, &mResource, &mShaderResourceView);             CreateDDSTextureFromFileEx(Game::GetInstance()->GetDevice(), Game::GetInstance()->GetDeviceContext(), textureFilePath, 0, D3D11_USAGE_DEFAULT, D3D11_BIND_SHADER_RESOURCE, 0, D3D11_RESOURCE_MISC_TEXTURECUBE, false, &mResource, &mShaderResourceView);         }     // SkyBox.cpp:          void SkyBox::Draw()     {         // set cube map         ID3D11ShaderResourceView *resource = mTexture.GetResource();         Game::GetInstance()->GetDeviceContext()->PSSetShaderResources(0, 1, &resource);              // set primitive topology         Game::GetInstance()->GetDeviceContext()->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);              mMesh.Bind();         mMesh.Draw();     }     // Vertex Shader:     cbuffer Transform : register(b0)     {         float4x4 viewProjectionMatrix;     };          float4 main(inout float3 pos : POSITION) : SV_POSITION     {         return mul(float4(pos, 1.0f), viewProjectionMatrix);     }     // Pixel Shader:     SamplerState cubeSampler;     TextureCube cubeMap;          float4 main(in float3 pos : POSITION) : SV_TARGET     {         float4 color = cubeMap.Sample(cubeSampler, pos.xyz);         return color;     } I tried both functions grom DDS loader but I keep getting the same result. All results I found on the web are about the old SDK toolkits, but I'm using the new DirectXTex lib.
    • By B. /
      Hi Guys,
      i want to draw shadows of a direction light but the shadows always disappear, if i translate my mesh (cube) in the world to far of the bounds of my orthographic projection matrix.
      That my code (Based of an XNA sample i recode for my project):
      // Matrix with that will rotate in points the direction of the light Matrix lightRotation = Matrix.LookAtLH(Vector3.Zero, lightDir, Vector3.Up); BoundingFrustum cameraFrustum = new BoundingFrustum(Matrix.Identity); // Get the corners of the frustum Vector3[] frustumCorners = cameraFrustum.GetCorners(); // Transform the positions of the corners into the direction of the light for (int i = 0; i < frustumCorners.Length; i++) frustumCorners[i] = Vector4F.ToVector3(Vector3.Transform(frustumCorners[i], lightRotation)); // Find the smallest box around the points BoundingBox lightBox = BoundingBox.FromPoints(frustumCorners); Vector3 boxSize = lightBox.Maximum - lightBox.Minimum; Vector3 halfBoxSize = boxSize * 0.5f; // The position of the light should be in the center of the back pannel of the box. Vector3 lightPosition = lightBox.Minimum + halfBoxSize; lightPosition.Z = lightBox.Minimum.Z; // We need the position back in world coordinates so we transform // the light position by the inverse of the lights rotation lightPosition = Vector4F.ToVector3(Vector3.Transform(lightPosition, Matrix.Invert(lightRotation))); // Create the view matrix for the light this.view = Matrix.LookAtLH(lightPosition, lightPosition + lightDir, Vector3.Up); // Create the projection matrix for the light // The projection is orthographic since we are using a directional light int amount = 25; this.projection = Matrix.OrthoOffCenterLH(boxSize.X - amount, boxSize.X + amount, boxSize.Y + amount, boxSize.Y - amount, -boxSize.Z - amount, boxSize.Z + amount); I believe the bug is by cameraFrustum to set a Matrix Idetity. I also tried with a Translation Matrix of my Camera Position and also the View Matrix of my Camera, but without success
      Can anyone tell me, how to draw shadows of my direction light always where my camera is current in my scene?
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DX11 [SharpDX] Error saving a 2D texture to a stream/file.

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I'm getting an odd exception (HRESULT 0x80004005, and the debug info isn't telling me anything at all) whenever I try and persist a 2D texture to a stream or file. It works if I use a DXGI_FORMAT_R8G8B8A8_UNORM format, but if I use DXGI_FORMAT_B8G8R8X8_UNORM it gives me an error. Internally, SharpDX is using D3DX11SaveTextureToMemory to copy the data into a (what I assume is a) D3D10BLOB. I usually save my files to a FileStream object when sending to disk, but that's failing too. FYI, this is using downlevel feature levels for D3D9 cards and D3D10.1 (no idea if D3D 10.0 or 11.0 works or not).

Is there some known incompatibility with D3DX11SaveTextureToMemory and specific formats?

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This looks to be a driver issue (ATI 4550 running Catalyst 12.1 if you're wondering). If I use the reference rasterizer, everything works as it should.

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This looks to be a driver issue (ATI 4550 running Catalyst 12.1 if you're wondering). If I use the reference rasterizer, everything works as it should.

OK, scratch that, the reference rasterizer is giving me the same error (HRESULT 0x80004005 with no debug info from D3D11).

So, on feature level 11, 10.1, 10, 9.3 I get that error when I do the following (in hardware and ref rast):
1. Create a texture with a format that isn't DXGI_FORMAT_R8G8B8A8_UNORM (I used DXGI_FORMAT_B8G8R8X8_UNORM, and several other formats).
2. Save as PNG to memory with D3DX11SaveTextureToMemory (saving to a file with D3DX11SaveTextureToFile does not work either).

On feature level 9.3, things get weirder. I try and save a regular DXGI_FORMAT_R8G8B8A8_UNORM format texture and I get this:
D3D11: INFO: Create Texture2D: Name="unnamed", Addr=0x06F6D58C, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097234: CREATE_TEXTURE2D ]
D3D11: Removing Device.
D3D11: WARNING: ID3D11Device::RemoveDevice: Device removal has been triggered for the following reason (DXGI_ERROR_DRIVER_INTERNAL_ERROR: There is strong evidence that the driver has performed an undefined operation; but it may be because the application performed an illegal or undefined operation to begin with.). [ EXECUTION WARNING #379: DEVICE_REMOVAL_PROCESS_POSSIBLY_AT_FAULT ]
D3D11: ERROR: ID3D11DeviceContext::Map: Returning DXGI_ERROR_DEVICE_REMOVED, when a Resource was trying to be mapped with READ or READWRITE. [ RESOURCE_MANIPULATION ERROR #2097214: RESOURCE_MAP_DEVICEREMOVED_RETURN ]
D3D11: INFO: Destroy Texture2D: Name="D3DX11SaveTexture Staging Texture Temporary", Addr=0x06F6D58C [ STATE_CREATION INFO #2097236: DESTROY_TEXTURE2D ]
A first chance exception of type 'SharpDX.SharpDXException' occurred in SharpDX.dll[/quote]
This happens only in hardware, in ref rast it works just as it should.

Help? Please?

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So, just to present a reason why things are breaking so badly:

It turns out you can't use CopyResource in feature level 9.x when the source texture has a shader binding flag:

Feature Level Behavior Differences
Only Texture2D and buffers may be copied within GPU-accessible memory.
Texture3D cannot be copied from GPU-accessible memory to CPU-accessible memory.
Any resource that has only D3D10_BIND_SHADER_RESOURCE cannot be copied from GPU-accessible memory to CPU-accessible memory.
And I guess the driver was not handling it well. On the up side, I did get it working by copying into a rendertarget texture without a shader binding (which does limit the formats some), and then saved that with no issues.

As for the first part of the issue, well, I guess the D3DX functions aren't very friendly when it comes to saying it can't save a file format with specific texture formats. My solution there was to just copy to a temporary R8G8B8A8_UNORM texture and save that instead.

Now, I do have one last question:
The solution for the feature level 9.x issue is not ideal. Mostly because some formats can't be used as a render target. So, I wondered if I could use CopyResource to copy it to an ID3D11Buffer? And if this is indeed possible and since the buffer requires a size in bytes, how would I go about calculating the size of a texture in bytes (uncompressed)? I could go through each mip level, get the width/height and multiply by the pitch and add each mip size together. But if there's an easier way, I'd like to know what it is?


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