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DX11 Problem rendering 2D images in Direct3D 11

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Hello,
 
I'm new here so please let me know if there is a way in which I can improve the structure of my posts.
 
I've been building a framework using DirectX11 for future use in my game creation endeavors. I have been leaning heavily on the tutorials found here http://www.rastertek.com/tutdx11.html due to my lack of experience with DirectX. I have managed to render a 3d model and explore my space with the camera. I have run into problems rendering a 2d image to the screen as described in this tutorial http://www.rastertek.com/dx11tut11.html. It renders the texture to my window, but the texture changes when the camera is moved. It disappears from view sometimes, and if it is visible it acts as if it is a normal 3d model in the form of a plane. I have gone through my code multiple times but I cannot seem to find my error. Any insight would be much appreciated.

 

#include "GraphicsClass.h"

GraphicsClass::GraphicsClass()
{

	m_d3d = 0;
	m_camera = 0;

}

GraphicsClass::GraphicsClass(const GraphicsClass& other)
{
}

GraphicsClass::~GraphicsClass()
{
}

bool GraphicsClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{

	bool result;

	m_screenWidth = screenWidth;
	m_screenHeight = screenHeight;

	m_d3d = new D3DClass();
	if(!m_d3d)
	{

		return false;

	}

	result = m_d3d->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR);
	if(!result)
	{

		MessageBox(hwnd, (LPCSTR)L"Could not initialize D3D.", (LPCSTR)L"Error", MB_OK);
		return false;

	}

	m_camera = new Camera;
	if(!m_camera)
	{

		return false;

	}

	m_camera->SetPosition(0.0f, 0.0f, -10.f);

	return true;

}

void GraphicsClass::Shutdown()
{


	if(m_d3d)
	{

		m_d3d->Shutdown();
		delete m_d3d;
		m_d3d = 0;

	}

	if(m_camera)
	{

		delete m_camera;
		m_camera = 0;

	}

	return;

}

bool GraphicsClass::Frame(Model** model, int numModels, Texture2D** texture, int numTextures, Shader* shader)
{

	bool result;

	result = Render(model, numModels, texture, numTextures, shader);
	if(!result)
	{

		return false;

	}

	return true;

}

bool GraphicsClass::Render(Model** model, int numModels, Texture2D** texture, int numTextures, Shader* shader)
{

	D3DXMATRIX worldMatrix, viewMatrix, projectionMatrix, orthoMatrix;
	bool result;

	m_d3d->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);

	m_camera->Render();

	m_camera->GetViewMatrix(viewMatrix);
	m_d3d->GetWorldMatrix(worldMatrix);
	m_d3d->GetProjectionMatrix(projectionMatrix);
	m_d3d->GetOrthoMatrix(orthoMatrix);

	m_d3d->TurnZBufferOn();

	for(int i = 0; i < numModels; i++)
	{

		if(!model)
		{

			return false;

		}
	
		model->Render(m_d3d->GetDeviceContext());
		
		D3DXVECTOR3 rot = m_camera->GetRotation();
		D3DXMATRIX rotMat;
		D3DXMatrixRotationYawPitchRoll(&rotMat, rot.y, rot.x, rot.z);

		result = shader->Render(m_d3d->GetDeviceContext(), model->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, model->GetTexture());
		if(!result)
		{

			return false;

		}

	}

	m_d3d->TurnZBufferOff();

	for(int k = 0; k < numTextures; k++)
	{

		if(!texture[k])
		{

			return false;

		}

		m_d3d->TurnZBufferOff();

		result = texture[k]->Render(m_d3d->GetDeviceContext(), texture[k]->X, texture[k]->Y);
		if(!result)
		{

			return false;

		}

		result = shader->Render(m_d3d->GetDeviceContext(), texture[k]->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, texture[k]->GetTexture());
		if(!result)
		{

			return false;

		}

	}

	m_d3d->EndScene();

	return true;

}

Camera* GraphicsClass::GetCamera()
{

	return m_camera;

}

void GraphicsClass::SetCamera(Camera* cam)
{

	m_camera = cam;

	return;

}

ID3D11Device* GraphicsClass::GetDevice()
{

	return m_d3d->GetDevice();

}

int GraphicsClass::GetScreenWidth()
{

	return m_screenWidth;

}

int GraphicsClass::GetScreenHeight()
{

	return m_screenHeight;

}
#include "D3DClass.h"

D3DClass::D3DClass()
{

	m_swapChain = 0;
	m_device = 0;
	m_deviceContext = 0;
	m_depthStencilBuffer = 0;
	m_depthStencilState = 0;
	m_depthStencilView = 0;
	m_disabledStencilState = 0;
	m_rasterState = 0;

}

D3DClass::D3DClass(const D3DClass&)
{
}

D3DClass::~D3DClass()
{
}

bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullScreen, float screenDepth, float screenNear)
{

	HRESULT result;
	IDXGIFactory* factory;
	IDXGIAdapter* adapter;
	IDXGIOutput* adapterOutput;
	unsigned int numModes, i, numerator, denominator, stringLength;
	DXGI_MODE_DESC* displayModeList;
	DXGI_ADAPTER_DESC adapterDesc;
	int error;
	DXGI_SWAP_CHAIN_DESC swapChainDesc;
	D3D_FEATURE_LEVEL featureLevel;
	ID3D11Texture2D* backBufferPtr;
	D3D11_TEXTURE2D_DESC depthBufferDesc;
	D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
	D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
	D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
	D3D11_RASTERIZER_DESC rasterDesc;
	D3D11_VIEWPORT viewport;
	float fieldOfView, screenAspect;

	m_vsyncEnabled = vsync;

	result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
	if(FAILED(result))
	{

		return false;

	}

	result = factory->EnumAdapters(0, &adapter);
	if(FAILED(result))
	{

		return false;

	}

	result = adapter->EnumOutputs(0, &adapterOutput);
	if(FAILED(result))
	{

		return false;

	}

	result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
	if(FAILED(result))
	{
		return false;
	}

	// Create a list to hold all the possible display modes for this monitor/video card combination.
	displayModeList = new DXGI_MODE_DESC[numModes];
	if(!displayModeList)
	{
		return false;
	}

	// Now fill the display mode list structures.
	result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
	if(FAILED(result))
	{
		return false;
	}

	// Now go through all the display modes and find the one that matches the screen width and height.
	// When a match is found store the numerator and denominator of the refresh rate for that monitor.
	for(i=0; i<numModes; i++)
	{
		if(displayModeList.Width == (unsigned int)screenWidth)
		{
			if(displayModeList.Height == (unsigned int)screenHeight)
			{
				numerator = displayModeList.RefreshRate.Numerator;
				denominator = displayModeList.RefreshRate.Denominator;
			}
		}
	}

	// Get the adapter (video card) description.
	result = adapter->GetDesc(&adapterDesc);
	if(FAILED(result))
	{
		return false;
	}

	// Store the dedicated video card memory in megabytes.
	m_videoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);

	// Convert the name of the video card to a character array and store it.
	error = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128);
	if(error != 0)
	{
		return false;
	}

	// Release the display mode list.
	delete [] displayModeList;
	displayModeList = 0;

	// Release the adapter output.
	adapterOutput->Release();
	adapterOutput = 0;

	// Release the adapter.
	adapter->Release();
	adapter = 0;

	// Release the factory.
	factory->Release();
	factory = 0;

	// Initialize the swap chain description.
	ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));

	// Set to a single back buffer.
	swapChainDesc.BufferCount = 1;

	// Set the width and height of the back buffer.
	swapChainDesc.BufferDesc.Width = screenWidth;
	swapChainDesc.BufferDesc.Height = screenHeight;

	// Set regular 32-bit surface for the back buffer.
	swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

	// Set the refresh rate of the back buffer.
	if(m_vsyncEnabled)
	{
		swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
	}
	else
	{
		swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
	}

	// Set the usage of the back buffer.
	swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;

	// Set the handle for the window to render to.
	swapChainDesc.OutputWindow = hwnd;

	// Turn multisampling off.
	swapChainDesc.SampleDesc.Count = 1;
	swapChainDesc.SampleDesc.Quality = 0;

	// Set to full screen or windowed mode.
	if(fullScreen)
	{
		swapChainDesc.Windowed = false;
	}
	else
	{
		swapChainDesc.Windowed = true;
	}

	// Set the scan line ordering and scaling to unspecified.
	swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

	// Discard the back buffer contents after presenting.
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

	// Don't set the advanced flags.
	swapChainDesc.Flags = 0;

	// Set the feature level to DirectX 11.
	featureLevel = D3D_FEATURE_LEVEL_11_0;

	// Create the swap chain, Direct3D device, and Direct3D device context.
	result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, &featureLevel, 1, D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);
	if(FAILED(result))
	{
		return false;
	}

	// Get the pointer to the back buffer.
	result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
	if(FAILED(result))
	{
		return false;
	}

	// Create the render target view with the back buffer pointer.
	result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);
	if(FAILED(result))
	{
		return false;
	}

	// Release pointer to the back buffer as we no longer need it.
	backBufferPtr->Release();
	backBufferPtr = 0;

	// Initialize the description of the depth buffer.
	ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));

	// Set up the description of the depth buffer.
	depthBufferDesc.Width = screenWidth;
	depthBufferDesc.Height = screenHeight;
	depthBufferDesc.MipLevels = 1;
	depthBufferDesc.ArraySize = 1;
	depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthBufferDesc.SampleDesc.Count = 1;
	depthBufferDesc.SampleDesc.Quality = 0;
	depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
	depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
	depthBufferDesc.CPUAccessFlags = 0;
	depthBufferDesc.MiscFlags = 0;

	result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
	if(FAILED(result))
	{
		return false;
	}

	// Initialize the description of the stencil state.
	ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));

	// Set up the description of the stencil state.
	depthStencilDesc.DepthEnable = true;
	depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
	depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;

	depthStencilDesc.StencilEnable = true;
	depthStencilDesc.StencilReadMask = 0xFF;
	depthStencilDesc.StencilWriteMask = 0xFF;

	// Stencil operations if pixel is front-facing.
	depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
	depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

	// Stencil operations if pixel is back-facing.
	depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
	depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

	// Create the depth stencil state.
	result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
	if(FAILED(result))
	{
		return false;
	}

	ZeroMemory(&depthDisabledStencilDesc, sizeof(depthDisabledStencilDesc));

	// Now create a second depth stencil state which turns off the Z buffer for 2D rendering.  The only difference is 
	// that DepthEnable is set to false, all other parameters are the same as the other depth stencil state.
	depthDisabledStencilDesc.DepthEnable = false;
	depthDisabledStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
	depthDisabledStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
	depthDisabledStencilDesc.StencilEnable = true;
	depthDisabledStencilDesc.StencilReadMask = 0xFF;
	depthDisabledStencilDesc.StencilWriteMask = 0xFF;
	depthDisabledStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
	depthDisabledStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
	depthDisabledStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
	depthDisabledStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

	result = m_device->CreateDepthStencilState(&depthDisabledStencilDesc, &m_disabledStencilState);
	if(FAILED(result))
	{

		return false;

	}

	// Set the depth stencil state.
	m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);

	// Initailze the depth stencil view.
	ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));

	// Set up the depth stencil view description.
	depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
	depthStencilViewDesc.Texture2D.MipSlice = 0;

	// Create the depth stencil view.
	result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
	if(FAILED(result))
	{
		return false;
	}

	// Bind the render target view and depth stencil buffer to the output render pipeline.
	m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);

	// Setup the raster description which will determine how and what polygons will be drawn.
	rasterDesc.AntialiasedLineEnable = false;
	rasterDesc.CullMode = D3D11_CULL_BACK;
	rasterDesc.DepthBias = 0;
	rasterDesc.DepthBiasClamp = 0.0f;
	rasterDesc.DepthClipEnable = true;
	rasterDesc.FillMode = D3D11_FILL_SOLID;
	rasterDesc.FrontCounterClockwise = false;
	rasterDesc.MultisampleEnable = false;
	rasterDesc.ScissorEnable = false;
	rasterDesc.SlopeScaledDepthBias = 0.0f;

	// Create the rasterizer state from the description we just filled out.
	result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);
	if(FAILED(result))
	{
		return false;
	}

	// Now set the rasterizer state.
	m_deviceContext->RSSetState(m_rasterState);

	// Setup the viewport for rendering.
	viewport.Width = (float)screenWidth;
	viewport.Height = (float)screenHeight;
	viewport.MinDepth = 0.0f;
	viewport.MaxDepth = 1.0f;
	viewport.TopLeftX = 0.0f;
	viewport.TopLeftY = 0.0f;

	// Create the viewport.
	m_deviceContext->RSSetViewports(1, &viewport);

	// Setup the projection matrix.
	fieldOfView = (float)D3DX_PI / 4.0f;
	screenAspect = (float)screenWidth / (float)screenHeight;

	// Create the projection matrix for 3D rendering.
	D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth);

	// Initialize the world matrix to the identity matrix.
	D3DXMatrixIdentity(&m_worldMatrix);

	// Create an orthographic projection matrix for 2D rendering.
	D3DXMatrixOrthoLH(&m_orthoMatrix, (float)screenWidth, (float)screenHeight, screenNear, screenDepth);

	return true;

}

void D3DClass::Shutdown()
{

	if(m_swapChain)
	{

		m_swapChain->SetFullscreenState(false, NULL);

	}

	if(m_rasterState)
	{

		m_rasterState->Release();
		m_rasterState = 0;

	}

	if(m_depthStencilView)
	{

		m_depthStencilView->Release();
		m_depthStencilView = 0;

	}

	if(m_depthStencilState)
	{

		m_depthStencilState->Release();
		m_depthStencilState = 0;

	}

	if(m_disabledStencilState)
	{

		m_disabledStencilState->Release();
		m_disabledStencilState = 0;

	}
	if(m_depthStencilBuffer)
	{

		m_depthStencilBuffer->Release();
		m_depthStencilBuffer = 0;

	}

	if(m_renderTargetView)
	{

		m_renderTargetView->Release();
		m_renderTargetView = 0;

	}

	if(m_deviceContext)
	{

		m_deviceContext->Release();
		m_deviceContext = 0;

	}

	if(m_device)
	{

		m_device->Release();
		m_device = 0;

	}

	if(m_swapChain)
	{

		m_swapChain->Release();
		m_swapChain = 0;

	}

	return;

}

void D3DClass::BeginScene(float R, float G, float B, float A)
{

	float color[4];

	color[0] = R;
	color[1] = G;
	color[2] = B;
	color[3] = A;

	m_deviceContext->ClearRenderTargetView(m_renderTargetView, color);

	m_deviceContext->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);

	return;

}

void D3DClass::EndScene()
{

	if(m_vsyncEnabled)
	{

		m_swapChain->Present(1, 0);

	}
	else
	{

		m_swapChain->Present(0, 0);

	}

	return;

}

ID3D11Device* D3DClass::GetDevice()
{

	return m_device;

}

ID3D11DeviceContext* D3DClass::GetDeviceContext()
{

	return m_deviceContext;

}

void D3DClass::GetProjectionMatrix(D3DXMATRIX& projectionMatrix)
{

	projectionMatrix = m_projectionMatrix;
	return;

}

void D3DClass::GetWorldMatrix(D3DXMATRIX& worldMatrix)
{

	worldMatrix = m_worldMatrix;
	return;

}

void D3DClass::GetOrthoMatrix(D3DXMATRIX& orthoMatrix)
{

	orthoMatrix = m_orthoMatrix;
	return;

}

void D3DClass::GetVideoCardInfo(char* cardName, int& memory)
{

	strcpy_s(cardName, 128, m_videoCardDescription);
	memory = m_videoCardMemory;
	return;

}

void D3DClass::TurnZBufferOff()
{

	m_deviceContext->OMSetDepthStencilState(m_disabledStencilState, 1);

	return;

}

void D3DClass::TurnZBufferOn()
{

	m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);

	return;

}
#include "Texture2D.h"

Texture2D::Texture2D()
{

	m_vertexBuffer = 0;
	m_indexBuffer = 0;
	m_texture = 0;

}

Texture2D::Texture2D(const Texture2D&)
{
}

Texture2D::~Texture2D()
{
}

bool Texture2D::Initialize(ID3D11Device* device, int screenWidth, int screenHeight, WCHAR* texturefilename, int textureWidth, int textureHeight)
{

	bool result;

	m_screenWidth = screenWidth;
	m_screenheight = screenHeight;

	m_imageWidth = textureWidth;
	m_imageHeight = textureHeight;

	m_previousXPos = -1;
	m_previousYPos = -1;

	result = InitializeBuffers(device);
	if(!result)
	{

		return false;

	}

	result = LoadTexture(device, texturefilename);
	if(!result)
	{

		return false;

	}

	return true;

}

void Texture2D::Shutdown()
{

	ReleaseTexture();

	ShutdownBuffers();

	return;

}

bool Texture2D::Render(ID3D11DeviceContext* deviceContext, int positionX, int positionY)
{

	bool result;

	result = UpdateBuffers(deviceContext, positionX, positionY);
	if(!result)
	{

		return false;

	}

	RenderBuffers(deviceContext);

	return true;

}

int Texture2D::GetIndexCount()
{

	return m_indexCount;

}

ID3D11ShaderResourceView* Texture2D::GetTexture()
{

	return m_texture->GetTexture();

}

bool Texture2D::InitializeBuffers(ID3D11Device* device)
{

	Vertex* vertices;
	unsigned long* indices;
	D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
	D3D11_SUBRESOURCE_DATA vertexData, indexData;
	HRESULT result;

	m_vertexCount = 6;
	m_indexCount = m_vertexCount;

	vertices = new Vertex[m_vertexCount];
	if(!vertices)
	{

		return false;

	}

	indices = new unsigned long[m_indexCount];
	if(!indices)
	{

		return false;

	}

	memset(vertices, 0, sizeof(Vertex) * m_vertexCount);

	for(int i = 0; i < m_indexCount; i++)
	{

		indices = i;

	}

	vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
	vertexBufferDesc.ByteWidth = sizeof(Vertex) * m_vertexCount;
	vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
	vertexBufferDesc.MiscFlags = 0;
	vertexBufferDesc.StructureByteStride = 0;

	vertexData.pSysMem = vertices;
	vertexData.SysMemPitch = 0;
	vertexData.SysMemSlicePitch = 0;

	result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
	if(FAILED(result))
	{

		return false;

	}

	indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
	indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
	indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
	indexBufferDesc.CPUAccessFlags = 0;
	indexBufferDesc.MiscFlags = 0;
	indexBufferDesc.StructureByteStride = 0;

	indexData.pSysMem = indices;
	indexData.SysMemPitch = 0;
	indexData.SysMemSlicePitch = 0;

	result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
	if(FAILED(result))
	{

		return false;

	}

	delete[] vertices;
	vertices = 0;

	delete[] indices;
	indices = 0;

	return true;

}

void Texture2D::ShutdownBuffers()
{

	if(m_vertexBuffer)
	{

		m_vertexBuffer->Release();
		m_vertexBuffer = 0;

	}

	if(m_indexBuffer)
	{

		m_indexBuffer->Release();
		m_indexBuffer = 0;

	}

	return;

}

bool Texture2D::UpdateBuffers(ID3D11DeviceContext* deviceContext, int XPosition, int YPosition)
{

	float left, right, top, bottom;
	Vertex* vertices;
	D3D11_MAPPED_SUBRESOURCE mappedResource;
	Vertex* verticesPtr;
	HRESULT result;

	if(XPosition == m_previousXPos && YPosition == m_previousYPos)
	{

		return true;

	}

	m_previousXPos = XPosition;
	m_previousYPos = YPosition;

	left = (float)((m_screenWidth / 2) * -1) + (float)XPosition;
	right = left + m_imageWidth;

	top = (float)((m_screenheight / 2)) - (float)YPosition;
	bottom = top - (float)m_imageHeight;

	vertices = new Vertex[m_vertexCount];
	if(!vertices)
	{

		return false;

	}

	vertices[0].position = D3DXVECTOR3(left, top, 0.0f);
	vertices[0].texture = D3DXVECTOR2(0.0f, 0.0f);

	vertices[1].position = D3DXVECTOR3(right, bottom, 0.0f);
	vertices[1].texture = D3DXVECTOR2(1.0f, 1.0f);

	vertices[2].position = D3DXVECTOR3(left, bottom, 0.0f);
	vertices[2].texture = D3DXVECTOR2(0.0f, 1.0f);

	vertices[3].position = D3DXVECTOR3(left, top, 0.0f);
	vertices[3].texture = D3DXVECTOR2(0.0f, 0.0f);

	vertices[4].position = D3DXVECTOR3(right, top, 0.0f);
	vertices[4].texture = D3DXVECTOR2(1.0f, 0.0f);

	vertices[5].position = D3DXVECTOR3(right, bottom, 0.0f);
	vertices[5].texture = D3DXVECTOR2(1.0f, 1.0f);

	result = deviceContext->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
	if(FAILED(result))
	{

		return false;

	}

	verticesPtr = (Vertex*)mappedResource.pData;

	memcpy(verticesPtr, (void*)vertices, (sizeof(Vertex) * m_vertexCount));

	deviceContext->Unmap(m_vertexBuffer, 0);

	delete [] vertices;
	vertices = 0;

	return true;

}

void Texture2D::RenderBuffers(ID3D11DeviceContext* deviceContext)
{

	unsigned int stride;
	unsigned int offset;

	stride = sizeof(Vertex);
	offset = 0;

	deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);

	deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);

	deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

	return;

}

bool Texture2D::LoadTexture(ID3D11Device* device, WCHAR* filename)
{

	bool result;

	m_texture = new Texture();
	if(!m_texture)
	{

		return false;

	}

	result = m_texture->Initialize(device, filename);
	if(!result)
	{

		return false;

	}


	return true;

}

void Texture2D::ReleaseTexture()
{

	if(m_texture)
	{
		
		m_texture->Shutdown();
		delete m_texture;
		m_texture = 0;

	}

	return;

}

 

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Sounds like you are multiplying those vertices with the transformation matrices in your vertex shader. You should create and use a separate vertex shader (which simply omits that multiplication) for those polygons.

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I think Deortuka is on the right track here.  If what you want is the 2D image to appear in what is the equivalent of the near clipping plane (i.e. parallel to the clipping plane) then you have to ensure that all of your vertex depths end up the same in clip space.  So if you are applying a transformation/projection to those vertices, that will affect the clipspace z values, and make them appear like they are a 3D model.

 

On the other hand, if you write a customized vertex shader that always sets z = 0 and w = 1, then the x and y  coordinates can range from [-1,1] and that will simply position the texture within the screen with a flat alignment.

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Thank you for the help. I was previously using this vertex shader:

 

PixelInputType main(VertexInputType input)
{

	PixelInputType output;

	input.position.w = 1.0f;

	output.position = mul(input.position, worldMatrix);
	output.position = mul(output.position, viewMatrix);
	output.position = mul(output.position, projectionMatrix);

	output.tex = input.tex;

	return output;

}

 

I followed your advice and removed the multiplication by the world and view matrices. I now use this shader:

 

PixelInputType main(VertexInputType input)
{

	PixelInputType output;

	input.position.w = 1.0f;

	output.position = mul(input.position, projectionMatrix);

	output.position.z = 0.0f;

	output.tex = input.tex;

	return output;

}

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      Finally, there is an example project that shows how Diligent Engine can be integrated with Unity.

      Future Work
      The engine is under active development. It currently supports Windows desktop, Universal Windows and Android platforms. Direct3D11, Direct3D12, OpenGL/GLES backends are now feature complete. Vulkan backend is coming next, and support for more platforms is planned.
    • By kan123
      Hello,
      DX9Ex. I have the problem with driver stability in time of serial renderings, which i try to use for image processing in memory with fragment shaders. For big bitmaps the video driver sometimes becomes unstable ("Display driver stopped responding and has recovered") and, for instance, if the media player runs video in background, it sometimes freezes and distorts. I tried to use next methods of IDirect3DDevice9Ex:
      SetGPUThreadPriority(-7);
      WaitForVBlank(0);
      EvictManagedResources();
      with purpose to give some time for GPU between scenes, but it seems to be has not notable effect in this case. I don't want to reinitilialize subsystem for every step to avoid performance loss.
      So, my question is next: does some common practice exists to avoid overloading of GPU by running tasks? Many thanks in advance.
       
    • By AxeGuywithanAxe
      I wanted to see how others are currently handling descriptor heap updates and management.
      I've read a few articles and there tends to be three major strategies :
      1 ) You split up descriptor heaps per shader stage ( i.e one for vertex shader , pixel , hull, etc)
      2) You have one descriptor heap for an entire pipeline
      3) You split up descriptor heaps for update each update frequency (i.e EResourceSet_PerInstance , EResourceSet_PerPass , EResourceSet_PerMaterial, etc)
      The benefits of the first two approaches is that it makes it easier to port current code, and descriptor / resource descriptor management and updating tends to be easier to manage, but it seems to be not as efficient.
      The benefits of the third approach seems to be that it's the most efficient because you only manage and update objects when they change.
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