D3D11 Partitioning - pow2

Published April 15, 2009
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Evening all,

My previous entry (p.s. you're all losers for not taking up on my question) missed out the pow2 partitioning mode that should be useful for texture based displacement mapping (2n subdivision conveniently matches mip-map levels). I chased this up with Michael Oneppo, PM for the Direct3D team and it turns out you need to use the Process**() HLSL intrinsics to enable this functionality.

At this stage I'm not sure if thats a by-product of D3D11 still being in CTP or a 'by-design' choice, but without the Process**() intrinsics it appears that pow2 results in the same output as integer partitioning.

More on this later I hope.

As an aside, I just watch Waltz With Bashir having bought it on DVD last week. Didn't realise it was in Hebrew with English subtitles! Regardless, it's definitely a film worth watching and one that I'm truly glad I now own and have watched. But I don't think I'll sleep properly tonight - it's got that sort of gravity to it [oh]. For me, I'd give it a silver medal between Oliver Stone's Platoon's gold and Stanley Kubrick's Full Metal Jacket's bronze.
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Comments

Jason Z
Nobody tried on your question because you are the only one that has done anything with D3D11 yet!
April 15, 2009 09:19 PM
jollyjeffers
[lol] Fair enough I suppose!

But really it was just a geometry question - rounding up to the nearest odd/even number always adds two new segments, thus the 'growing' segments in the diagram can be split either side of the mid point. Rounding up for integer modes only ever adds 1 new segment, which is fine for odd (growth being in the middle) but for even it means that there can't be a mirror image...
April 16, 2009 05:38 AM
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