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| Some recent topics started on our forums | |
| Hammer Engine - v0.7 Lighting Demo | Here is a little tech demo of my engine. it is written in MSVC2005, it is plugin based and currently the renderer is Direct3D9. here is some features currently implemented or partially implemented : - Multi-threaded tasks (texture streaming, physi... |
| Posted January 7, 2009 9:10:46 PM | |
| Scene Patch Representation | Hi I needed some help/hints on algorithms or methods, creating a scene patch representation from a normal triangle scene, dynamically in real time something like the image below: thanks |
| Posted May 22, 2010 8:42:58 AM | |
| D3D11CreateDevice - INVALID_ARG | I'm using D3D11CreateDevice to create device, and create it's Swap Chain later on. the problem is when I call D3D11CreateDevice with pAdapter="something" it raises INVALID_ARG error. only pAdapter=NULL works , which I can't Create the Swap... |
| Posted February 2, 2010 11:26:07 AM | |
| SSE weird problems ... | I've been having weird SSE implementation problems, that made to shut it out for a long time, now that I need to use it in my engine, and problems still arise and I'm really confused about this. I would be really glad if someone could help and give m... |
| Posted October 24, 2009 12:02:46 PM | |
| LogLuv HDR problem | Hi I'm having a problem dealing with Multisampling in conjunction with LogLuv HDR encoding. my card is 7600gt and I'm using the latest drivers the problem is when MSAA is on, I get strange single pixel artifacts somewhere (not visible), that... |
| Posted March 22, 2009 12:47:34 PM | |
| Z Artifacts | I'm rendering the scene twice, Z-pass and normal pass. the problem is, I'm using some optimized method for rendering the z-pass, the data sends to GPU with position and worldMatrix stored in the vertex (float4 pos:POSITION, float4 mx:TEXCOORD0, floa... |
| Posted November 2, 2008 9:27:03 AM | |
| D3DXCompileShader asm/report Output ? | I'm using D3DXCompileShader inside my program to compile shaders. Is there any way that I can output compiled ASM code or some detailed info like Number of instructions/texture fetch,... without using FXC tool ? |
| Posted February 4, 2008 8:43:25 AM | |
| HLSL Fragment Linker Bug ?! | I'm using DX-SDK (feb2007) Fragment Linker tool, which is DX10 compiler but I have noticed a bug in linker which really messes up my design and code. Fragment Linker doesn't seem to care about Sampler Registers that I manually set. for example : ... |
| Posted February 1, 2008 8:01:43 AM | |
| SSE problem | I have implemented some math functions with SSE extensions, but I get memory exceptions (Access violation reading location 0xffffff) from time to time and they occur completely random. It's kinda weird cuz I get the error only on one... |
| Posted September 14, 2007 3:00:40 AM | |
| Hammer engine v0.5 | Hi guys Hammer engine is updated and totally re-written from the scratch the new engine has been in development for about 6 months as my hobby project. written in C++ / DirectX9, current version is v0.5 The main features are : - deferred rende... |
| Posted November 7, 2006 4:32:03 PM | |
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| Some recent replies made on our forums | |
| Need C++ Audio Library | try FMOD, it's free if you don't use it commercially, and as far as I know it's the best audio lib for games. BASS is also a good lib for playing audio files, it is the most suitable lib for audio players, and it's free for non-commercial use like... |
| Posted December 26, 2010 4:22:22 AM | |
| Armored Warfare - Havok Ragdoll Physics Videos | really nice work. congrats. about the terrain, do you use any LOD system ? |
| Posted December 7, 2010 11:57:57 AM | |
| Working D3DX10SaveTextureToFile example | ur welcome :-) |
| Posted November 27, 2010 4:21:06 AM | |
| Writing Engine ? Use an Engine ? Write Direct CPP ? | depends on your game ... if you want to make small indie/2D games, XNA or indie engines would be a good choice. if you want to get more professional or make AAA titles, better start trying to learn and write your own engine. you can also chec... |
| Posted November 27, 2010 4:19:50 AM | |
| Working D3DX10SaveTextureToFile example | assuming you have successfully created d3d device and a swap chain: Note that, I couldn't save DDS compressed formats (no program or even DDS viewers could load it), seems like D3DX writes an extra D3d10 header into DDS in these cases, which is no... |
| Posted November 25, 2010 1:09:33 PM | |
| Scene Patch Representation | thanks |
| Posted May 24, 2010 2:28:10 AM | |
| Scene Patch Representation | Quote:Do you mean taking a triangle scene and converting it to patches? yes about the patch types, I need some kind of simple quad patches, something like the one's raytracers use for calculating lightmaps, etc. I'm new to the subject, and... |
| Posted May 22, 2010 6:21:32 PM | |
| HDR Scene Trouble | well as nik said, there is not much info in order to know where your problem is. but here is an example of 4x4 (1/4) downsampling : float4 DownSample4x4_PS( float4 vPos : POSITION, float2 tCoord : TEXCOORD0 ) : COLOR0 { float4 result; for(... |
| Posted April 1, 2010 8:15:23 AM | |
| D3D11CreateDevice - INVALID_ARG | thank you |
| Posted February 2, 2010 12:37:25 PM | |
| D3D11CreateDevice - INVALID_ARG | with your solution , it's ok, but what if we want to enumerate Adapters ? it's rather simple code HRESULT hr; if( FAILED(CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&m_pFactory)) ) { throw hmrException("Renderer Initialization... |
| Posted February 2, 2010 11:44:24 AM | |
| View All Replies Made By This User | |