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| Some recent topics started on our forums | |
| Atmospheric Scattering and dark sky | Hello, I am trying to implement atmospheric scattering effect based on O'Neils implementation from GPUGems2. Almost everything seems to be fine, but the sky colour is too dark. I already spent several hours trying to understand the problem an... |
| Posted October 6, 2010 11:38:52 AM | |
| Shader cache | Hello, I would like to implement a shader cache which will store all compiled shaders in a file. Shader will be re-compiled if source file has been changed - otherwise compiled shader will be used directly from the cache file. I am not very fam... |
| Posted July 12, 2010 11:48:28 AM | |
| [solved] Detecting debugger | Hello, I would like to add a special dialog box to my assert function which will show different information depends if the application runs under Visual Studio or not. Does anyone know if there is a function in VS which I can use to detect the deb... |
| Posted March 12, 2010 5:22:22 PM | |
| MRT support | Hello! I am working on my 3D engine and some time ago I implemented Deferred Rendering. I am using 4 surfaces with different formats: - D3DFMT_A16B16G16R16F (HDR color) - 8 bytes/pixel - D3DFMT_A8R8G8B8 (normal, specular) - 4 bytes/pixel ... |
| Posted May 25, 2009 7:43:56 AM | |
| MRT and multisampling | Hello, I am using deferred rendering in my 3D engine which is based on DirectX9. I would like to improve a quality of my final image by using anti-aliasing. I know, that in the past it was not possible to use multisampling with multiple rende... |
| Posted February 21, 2009 8:34:37 AM | |
| Project 2501 | Hi! I am finally done with my demo called "Project 2501" on which I was working in my spare time for a couple of months. Demo is using my own graphics engine. Main features are: - easy to use shader system providing following effects: bump... |
| Posted August 30, 2006 12:17:55 AM | |
| Hardware instancing | Hello, I implemented hardware instancing in my 3D engine and I am getting some performance issues. My test scene contains 100 objects and each one has 30k triangles, so in total I am rendering around 3M triangles. Without instancing I am gett... |
| Posted October 8, 2008 5:29:39 AM | |
| Antialiased image and capturing video | Hello, I want to capture video from my DirectX application, but I have one problem. I need to access back buffer data. I can do this by creating off screen surface in system memory and in each frame copy back buffer to this surface. Then I ca... |
| Posted April 29, 2006 7:37:27 AM | |
| Antialiased render targets | Hi! I want to render my scene to 2 render targets (surfaces) by using SetRenderTarget(). Everything works fine when I am not using antialiasing, but if I set multisampling type different than D3DMULTISAMPLE_NONE then nothing is being rendered to m... |
| Posted April 7, 2006 10:30:48 AM | |
| Depth in perspective shadowmap | Hello, Currently I'm working on shadows and I have one problem with perspective shadowmaps. I'm rendering my scene from light position to special depth texture. I would like to have linear distance from light to all objects (pixels). In... |
| Posted March 9, 2005 6:12:49 AM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| NFAA - A Post-Process Anti-Aliasing Filter (Results, Implementation Details). | Yes, you are right. The vector should be only scaled by variable called "filterStrength". |
| Posted September 9, 2010 2:17:12 AM | |
| NFAA - A Post-Process Anti-Aliasing Filter (Results, Implementation Details). | Hello Styves, Thank you for helping me :) Your code was very useful. I only modified it a bit and I implemented normal scale/offset based on pixel distance from the camera. With fixed scale/offset I was getting some artefacts in the dist... |
| Posted September 3, 2010 9:10:21 AM | |
| NFAA - A Post-Process Anti-Aliasing Filter (Results, Implementation Details). | Hello, I was looking for a good anti-aliasing technique for my deferred rendering for a long time. Your idea sounds very interesting and I would like to test it in my engine, but I am not sure if I fully understood how it works. How exactly do you... |
| Posted September 2, 2010 5:25:38 AM | |
| Shader cache | The only reason why I was thinking about shader cache is to avoid run-time stalls. And no, I can't compile all shaders at a start up of my app, because as Hodgman said, that would take too much time. I have around 5 "super shaders" and every... |
| Posted July 13, 2010 6:22:48 AM | |
| Shader cache | I am a bit surprised that it's not possible to load a shader in a binary format, because as I know it's not a problem under DirectX. Anyway, thanks for the answer. |
| Posted July 12, 2010 2:28:48 PM | |
| Shader cache | My application uses many variations of several shaders and I need to access them at any time. For example - if I enable a point light, then several shaders need to be re-compiled to include point light computations. Currently it stops the whole appli... |
| Posted July 12, 2010 12:43:15 PM | |
| [solved] Detecting debugger | Thanks! This is exactly what I was looking for :-) Regards, Tomasz |
| Posted March 13, 2010 3:41:21 AM | |
| MRT support | Thank you. I will test that. I am using GeForce 9800GX2, but I also tested my engine on 8800GTX. Regards, Tomasz |
| Posted May 25, 2009 8:33:12 AM | |
| MRT and multisampling | Thank you very much. For now I will use supersampling and probably in a near future I will start porting my 3D engine to DirectX 10. Regards, Tomasz |
| Posted February 22, 2009 11:06:25 AM | |
| Hardware instancing | Thanks for the reply. Also one of my first ideas about poor performance was to modify the pixel shader, so I changed it to output singe color, but it didn't help. My application runs at around 40FPS, because in my test scene I am using HDR rende... |
| Posted October 8, 2008 8:44:33 AM | |
| View All Replies Made By This User | |