|
||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||||
| Some recent topics started on our forums | |
| Declaring comparison samplers | How do I declare a sampler (ps_4_0, outside of the effects framework) to pass as the first argument to SampleCmpLevelZero()? If I use a sampler I normally use to sample a texture object, the compiler gives me: error X3017: 'SampleCmpLevelZero': c... |
| Posted September 22, 2010 10:22:01 AM | |
| D3D10 memory usage | Is there a way to determine the combined amount of memory in use by all resources ( vertex/index/texture-buffers etc.) I have created? It doesn't really matter whether the API's manager is keeping them in system or video mem. I only need a rough... |
| Posted August 16, 2010 4:05:26 AM | |
| Reading from a floating point surface | Hi, I've run into a problem when reading back from a D3DFMT_R32F render target (DirectX 9). Basically, I get some really bad artifacting around object edges when I sample the texture. Some lights in my scene have a falloff based on a pixel's... |
| Posted December 21, 2009 6:19:29 AM | |
| Hermite splines | Hi, I can't seem to figure out how to do the following: how can I rewrite a standard 2D Hermite spline (as in the picture below) into a "V as a function of T"-form? I've imported timeline-curves like these from a 3D animation app, but I can't get... |
| Posted August 21, 2009 5:11:27 AM | |
| Multi-CPU usage | Hi, I'm looking for a way to determine a process's cpu usage of individual cores on a multi-cpu Windows NT system. I know I could probably use WMI, but that seems like a little overkill to me (if you compare it to something as simple as getPr... |
| Posted July 15, 2009 12:25:14 PM | |
| Gjk and point of contact | Say I do a collision test on two objects (A - B = C) using GJK and the test returns "no collision", is it safe to say that the closest points between A and B can be seen as being the closest points between the primitives that form the simplex (p... |
| Posted June 29, 2009 7:06:38 AM | |
| Slope-weight Beziers | Hi, I'm writing a scene importer for Modo's LXO format. Envelopes (Bezier curves) in a LXO-file have their tangents defined as two scalars, "slope" and "weight". I assumed they could be interpreted as "angle" and "length" respectively, but this do... |
| Posted May 9, 2009 8:05:57 AM | |
| Terrain texturing | I'm looking for some good reading on terrain texturing. Especially when it comes to repeating textures on coarse/irregular terrain. I feel I too often end up with inefficiently textured pieces of landscape. Maybe there's some game's level e... |
| Posted March 28, 2009 9:44:59 AM | |
| Grow | While working on another project I ended up with a couple of model generator scripts (for things like terrain and trees). I thought it would be nice to bundle and wrap them in a little GUI. It uses Direct3D9 for both the model rendering and the... |
| Posted March 11, 2009 2:14:06 PM | |
| Bungel | This started out mainly as an exercise in setting up a basic renderer and getting familiar with all the usual effects like cube- and normal mapping and different shadowing techniques. After that I decided to try and implement a general collision syst... |
| Posted February 10, 2009 4:09:28 PM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| Declaring comparison samplers | I was trying to SampleCmp() from a Texture2DArray, which is not supported for ps_4_0. The SDK mentions both the keywords "sampler" and "SamplerState" and when passing a SamplerComparisonState object didn't work for me, I falsely assumed the capita... |
| Posted September 23, 2010 9:37:43 AM | |
| Creating a matrix for a billboarded quad? | You can first tranform the quad's vertices with the inverse of your view-matrix (without the translational part). This should "undo" the rotation caused by the actual view-matrix. |
| Posted September 22, 2010 10:36:22 AM | |
| [HLSL] Vertex mapping in vs_4_0 | TextureObject.sampleLevel(SamplerStateObject, location, mipMapLevel); "location" has a different type depending on whether TextureObject is a Texture2D, Texture3D etc. object. |
| Posted August 26, 2010 9:56:46 AM | |
| Question about Gilbert-Johnson-Keerthi distance algorithm | Google for "hill climbing". This is often used for finding extreme vertices in convex polyhedra. Basically, you pick one vertex in a mesh (could be the extreme vertex from an earlier test) and do the direction-dot-vertex test for all neighbou... |
| Posted August 26, 2010 9:30:26 AM | |
| Visual C++ NET and DirectX: What the...?? | The Win32 api isn't perfect, but all you'll likely do if you're focusing on learning DX10 is create a window and maybe do some filesystem or thread related things. It's not the end of the world. Besides, even if you would use OpenGL (which yo... |
| Posted May 26, 2010 7:15:23 AM | |
| Leaf alhpa test and white edge | D3DXCreateTextureFromFile() automatically generates mipmaps for you. One thing you can try quickly is to set the color of all transparent pixels to roughly the same color as the leaf. |
| Posted May 10, 2010 6:27:13 AM | |
| Leaf alhpa test and white edge | How do you generate the mipmaps? Even though certain white (rgb = 255, alpha = 0) pixels are below any alpha threshold you set when point sampling they may still be used when you use a standard api bi-linear filtering tool to create mipmaps. Be... |
| Posted May 10, 2010 5:52:23 AM | |
| Deliverant | I can't run it. I've installed the VC2008 redist and updated DX9, but both the game and the editor fail to run with a message "The application has failed to start because its side-by-side configuration is incorrect.". Still, it looks promising. No... |
| Posted April 9, 2010 6:29:54 AM | |
| Cavity Mapping, replicating realtime ZBrush shading | I think the second screenshot replicates that "old bronze statue"-effect really well. |
| Posted April 5, 2010 5:36:20 AM | |
| YinYangYou | Interesting! Want to play. |
| Posted September 23, 2009 5:05:17 AM | |
| View All Replies Made By This User | |