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Richards Software Ramblings



Bump and Displacement Mapping with SlimDX and Direct3D 11

Posted by ericrrichards22, 16 September 2013 · 380 views
C#, SlimDX, Direct3D 11 and 2 more...
Today, we are going to cover a couple of additional techniques that we can use to achieve more realistic lighting in our 3D scenes. Going back to our first discussion of lighting , recall that thus far, we have been using per-pixel, Phong lighting . This style of lighting was an improvement upon the earlier method of Gourad lighting , by interpolatin...


Dynamic Environmental Reflections in Direct3D 11 and C#

Posted by ericrrichards22, 11 September 2013 · 327 views
C#, DirectX 11, SlimDX and 3 more...
Last time , we looked at using cube maps to render a skybox around our 3D scenes, and also how to use that sky cubemap to render some environmental reflections onto our scene objects. While this method of rendering reflections is relatively cheap, performance-wise and can give an additional touch of realism to background geometry, it has some serious li...


Skyboxes and Environmental Reflections using Cube Maps in Direct3D 11 and SlimDX

Posted by ericrrichards22, 08 September 2013 · 349 views
C#, SlimDX, Direct3D 11 and 4 more...
This time, we are going to take a look at a special class of texture, the cube map, and a couple of the common applications for cube maps, skyboxes and environment-mapped reflections. Skyboxes allow us to model far away details, like the sky or distant scenery, to create a sense that the world is more expansive than just our scene geometry, in an inexpe...


Camera Picking in SlimDX and Direct3D 11

Posted by ericrrichards22, 01 September 2013 · 467 views
C#, SlimDX, Direct3D 11, Picking
So far, we have only been concerned with drawing a 3D scene to the 2D computer screen, by projecting the 3D positions of objects to the 2D pixels of the screen. Often, you will want to perform the reverse operation; given a pixel on the screen, which object in the 3D scene corresponds to that pixel? Probably the most common application for this kind of...


A Look-At Camera in SlimDX and Direct3D 11

Posted by ericrrichards22, 30 August 2013 · 293 views
C#, SlimDX, Direct3D 11 and 1 more...
Today, we are going to reprise our Camera class from the Camera Demo . In addition to the FPS-style camera that we have already implemented, we will create a Look-At camera, a camera that remains focused on a point and pans around its target. This camera will be similar to the very basic camera we implemented for our initial examples (see the Colored C...


Hardware Instancing and Frustum Culling using SlimDX and Direct3D 11

Posted by ericrrichards22, 28 August 2013 · 403 views
C#, SlimDX, Direct3D 11, Culling and 1 more...
One of the main bottlenecks to the speed of a Direct3D application is the number of Draw calls that are issued to the GPU, along with the overhead of switching shader constants for each object that is drawn. Today, we are going to look at two methods of optimizing our drawing code. Hardware instancing allows us to minimize the overhead of drawing ident...


An FPS Camera in SlimDX

Posted by ericrrichards22, 23 August 2013 · 348 views
SlimDx, C#, DirectX 11, FPS and 1 more...
Up until now, we have been using a fixed, orbiting camera to view our demo applications. This style of camera works adequately for our purposes, but for a real game project, you would probably want a more flexible type of camera implementation. Additionally, thus far we have been including our camera-specific code directly in our main application classes,...


Geometry Shader Billboards with SlimDX and DirectX 11

Posted by ericrrichards22, 16 August 2013 · 560 views
SlimDX, C#, DirectX 11 and 2 more...
When I first learned about programming DirectX using shaders, it was back when DirectX 9 was the newest thing around. Back then, there were only two stages in the shader pipeline, the Vertex and Pixel shaders that we have been utilizing thus far. DirectX 10 introduced the geometry shader, which allows us to modify entire geometric primitives on the har...


Planar Reflections and Shadows using the Stencil Buffer in SlimDX and Direct3D 11

Posted by ericrrichards22, 13 August 2013 · 449 views
SlimDX, DirectX 11 and 4 more...
In this post, we are going to discuss applications of the Direct3D stencil buffer, by porting the example from Chapter 10 of Frank Luna’s Introduction to 3D Game Programming with Direct3D 11.0 to C# and SlimDX. We will create a simple scene, consisting of an object (in our case, the skull mesh that we have used previously ), and some simple room geo...


Alpha-Blending Demo

Posted by ericrrichards22, 12 August 2013 · 338 views
C#, SlimDX, DirectX 11, Blending
Last time , we covered some of the theory that underlies blending and distance fog. This time, we’ll go over the implementation of our demo that uses these effects, the BlendDemo. This will be based off of our previous demo, the Textured Hills Demo , with an added box mesh and a wire fence texture applied to demonstrate pixel clipping using an alpha map...






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