Search found 1125 matches
- Fri Apr 29, 2016 3:56 pm
- Forum: Beginners Help
- Topic: Scale of cube affecting depth buffer value - weird!
- Replies: 12
- Views: 1549
Re: Scale of cube affecting depth buffer value - weird!
The scaled mesh is in the same position in the backbuffer and in the depth buffer, but when I render the objects depth to the texture, the scaled object, although the pixels are in the right position, have lower values, so are darker than they should be for their z-position. This problem only occurs...
- Fri Apr 29, 2016 2:05 pm
- Forum: Beginners Help
- Topic: Scale of cube affecting depth buffer value - weird!
- Replies: 12
- Views: 1549
Scale of cube affecting depth buffer value - weird!
In my scene I have a mesh of a fish, and below it a cube set to be the flat bottom of the tank, with the y-scale set to 0.1 so its flat. I've noticed that as I scale the cube up on the x and y scales to cover more area, that its depth buffer value reduces like its getting father away! Its top surfac...
- Mon Apr 04, 2016 4:33 pm
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 240872
Re: Finally, a DirectX 10 video driver for Irrlicht
DX11 will be supported and in use by many games for years to come, and the benefits of DX12 are very uncertain, and probably not worth the effort.
In a few years time we´ll have new super GPUs, or APUs, and maybe DX20 will be out and we can look at that!
In a few years time we´ll have new super GPUs, or APUs, and maybe DX20 will be out and we can look at that!
- Mon Apr 04, 2016 4:09 pm
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 240872
Re: Finally, a DirectX 10 video driver for Irrlicht
Looking at those nVidia notes on DX12 and Vulcan, I wouldn't be surprised if they never go mainstream. There is more load on the CPU than before, requiring multicore processor support, more complexity, less error protections... and all this adds up to more development costs, and more expensive hardw...
- Mon Apr 04, 2016 2:36 pm
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 240872
Re: Finally, a DirectX 10 video driver for Irrlicht
thanks, I´ll take a look at that!
- Mon Apr 04, 2016 11:08 am
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 240872
Re: Finally, a DirectX 10 video driver for Irrlicht
Well, they will be processed at the same time if a rendering core is available, otherwise the calls will be held in wait. Of course the problem isn´t rendering textures to different objects, its rendering complex models to the frame buffer in parallel! To make that truly parallel possible, we'd need...
- Mon Apr 04, 2016 9:45 am
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 240872
Re: Finally, a DirectX 10 video driver for Irrlicht
I thought that DX10 and DX11 were similar, just with 11 have extra features. Is the jump to 12 really that radical? Each material must still have its own properties of course, but general render states for each pipe is nothing too complex. Parallel processing would be good, but requires that the GPU...
- Thu Feb 18, 2016 8:10 pm
- Forum: Advanced Help
- Topic: Vertex textures under SM 3.0
- Replies: 14
- Views: 2583
Re: Vertex textures under SM 3.0
wow that's confusing, I didn't know you could specify both, or why you would. I have it working using (S0) along now, thankfully!
- Fri Feb 12, 2016 9:46 am
- Forum: Code Snippets
- Topic: [OBSOLETE] SIMD IRRLICHT VECTORS!
- Replies: 51
- Views: 24148
Re: WANT 4x SPEEDUPS on CPU-side CODE??? SIMD IRRLICHT VECTO
I'm using VS Comunity 2015, fully featured, nice step time displays during debug but only to the ms, however for most projects I have to run it at VC100 level, VS 2010, because the compiler has some bugs with more complex C++; just don´t ugrade, click Cancel, and it runs fine.
- Fri Feb 12, 2016 9:44 am
- Forum: Advanced Help
- Topic: Bump mapping for Animated meshes
- Replies: 248
- Views: 35210
Re: Bump mapping for Animated meshes
Nice looking metal! Will have to give it a try!
- Sun Jan 31, 2016 7:20 am
- Forum: Advanced Help
- Topic: Vertex textures under SM 3.0
- Replies: 14
- Views: 2583
Re: Vertex textures under SM 3.0
Really? First texture used in pixel shader becomes s0? I never read that anywhere!!
- Fri Jan 29, 2016 11:50 am
- Forum: Project Announcements
- Topic: Finally, a DirectX 10 video driver for Irrlicht
- Replies: 750
- Views: 240872
Re: Finally, a DirectX 10 video driver for Irrlicht
Good news!
Is there much structural changes to support DX11 or even 12? Its always such a pain when MS change things by breaking compatibility.
Is there much structural changes to support DX11 or even 12? Its always such a pain when MS change things by breaking compatibility.
- Fri Jan 29, 2016 11:47 am
- Forum: Advanced Help
- Topic: Vertex textures under SM 3.0
- Replies: 14
- Views: 2583
Re: Vertex textures under SM 3.0
The problem was that the texture sequence wasn't being set as I had though. I thought that the first sampler I declared in the shader would be the first texture (s0), etc, but it wasn't until I explicitly declared the samplers as s0 and s1 that it worked, and then only after I added the D3DVertextex...
- Tue Jan 26, 2016 3:36 pm
- Forum: Advanced Help
- Topic: Vertex textures under SM 3.0
- Replies: 14
- Views: 2583
Re: Vertex textures under SM 3.0
Displacement Mapping (Direct3D 9) https://msdn.microsoft.com/en-us/library/windows/desktop/bb219748(v=vs.85).aspx Displacement maps are similar to texture maps but are accessed by the vertex engine. Block Diagram An additional sampler stage is present in the early part of the vertex pipe, as shown i...
- Tue Jan 26, 2016 3:10 pm
- Forum: Advanced Help
- Topic: Vertex textures under SM 3.0
- Replies: 14
- Views: 2583
Re: Vertex textures under SM 3.0
The recommended method, tex2dlod. Is it necessary also to use D3DVERTEXTEXTURESAMPLER0-3 with SetSamplerState? I saw a note saying that it could also be used with that function. // HLSL Vertex texture shader // Uses single texture as colormap and heightmap - test only float4x4 mWorld, mView,...