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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#Actuallomateron

Posted 04 March 2012 - 09:12 PM

NOW I SEE. I remembered that the SDK tutorial 3 existed, a simple yellow triangle is drawn. I discovered that the pixel shader runs depending on the PrimitiveTopology and the vertex shader position. With only one point in the vertex buffer and the primitive tipology set to point list, the point position will be transformed into a pixel position of the back buffer texture, using the viewport, so normally without world, view, projection matrices and depth things, if the point position is D3DXVECTOR3( 1.0f, 1.0f, 0.0f ), the pixel in the upper right corner will be the one processed by the pixel shader method(the z value in the point never matters here). With 2 points in the vertex buffer one in the upper left corner D3DXVECTOR3( -1.0f, 1.0f, 0.0f ) and the other in the upper right corner D3DXVECTOR3( 1.0f, 1.0f, 0.0f ) and the PrimitiveTopology set to line strip, the pixel shader method will run across all the pixels between thos point(and logically in the point position too), yeahhhhh, now maybe you think that was simple, yesss it is, but if you understand it, that will take your knowledge of directx to a next LEVEL!! MOAHAHAHAHAHAHAHAHA
Now the problem is solved, bye.

#3lomateron

Posted 04 March 2012 - 09:11 PM

NOW I SEE. I remembered that the SDK tutorial 3 existed, a simple yellow triangle is drawn. I discovered that the pixel shader runs depending on the PrimitiveTopology and the vertex shader position. With only one point in the vertex buffer and the primitive tipology set to point list, the point position will be transformed into a pixel position of the back buffer texture, using the viewport, so normally without world, view, projection matrices and depth things, if the point position is D3DXVECTOR3( 1.0f, 1.0f, 0.0f ), the pixel in the upper right corner will be the one processed by the pixel shader method(the z value in the point never matters here). With 2 points in the vertex buffer one in the upper left corner
D3DXVECTOR3( -1.0f, 1.0f, 0.0f ) and the other in the upper right corner D3DXVECTOR3( 1.0f, 1.0f, 0.0f ) and the PrimitiveTopology set to line strip, the pixel shader method will run across all the pixels between thos point(and logically in the point position too), yeahhhhh, now maybe you think that was simple, yesss it is, but if you understand it, that will take your knowledge of directx to a next LEVEL!! MOAHAHAHAHAHAHAHAHA
Now the problem is solved, bye.

#2lomateron

Posted 04 March 2012 - 09:10 PM

NOW I SEE. I remembered that the SDK tutorial 3 existed, a simple yellow triangle is drawn. I discovered that the pixel shader runs depending on the PrimitiveTopology and the vertex shader position. With only one point in the vertex buffer and the primitive tipology set to point list, the point position will be transformed into a pixel position of the back buffer texture, using the viewport, so normally without world, view, projection matrices, if the point position is D3DXVECTOR3( 1.0f, 1.0f, 0.0f ), the pixel in the upper right corner will be the one processed by the pixel shader method(the z value in the point never matters here). With 2 points in the vertex buffer one in the upper left corner
D3DXVECTOR3( -1.0f, 1.0f, 0.0f ) and the other in the upper right corner D3DXVECTOR3( 1.0f, 1.0f, 0.0f ) and the PrimitiveTopology set to line strip, the pixel shader method will run across all the pixels between thos point(and logically in the point position too), yeahhhhh, now maybe you think that was simple, yesss it is, but if you understand it, that will take your knowledge of directx to a next LEVEL!! MOAHAHAHAHAHAHAHAHA
Now the problem is solved, bye.

#1lomateron

Posted 04 March 2012 - 09:05 PM

NOW I SEE. I remembered that the SDK tutorial 3 existed, a simple yellow triangle is drawn. I discovered that the pixel shader runs depending on the PrimitiveTopology and the vertex shader position. With only one point in the vertex buffer and the primitive tipology set to point list, the point position will be transformed into a pixel position in the back buffer texture, using the viewport, so normally without world, view, projection matrices, if the point position is D3DXVECTOR3( 1.0f, 1.0f, 0.0f ), the pixel in the upper right corner will be the one processed by the pixel shader method(the z value in the point never matters here). With 2 points in the vertex buffer one in the upper left corner
D3DXVECTOR3( -1.0f, 1.0f, 0.0f ) and the other in the upper right corner D3DXVECTOR3( 1.0f, 1.0f, 0.0f ) and the PrimitiveTopology set to line strip, the pixel shader method will run across all the pixels between thos point(and logically in the point position too), yeahhhhh, now maybe you think that was simple, yesss it is, but if you understand it, that will take your knowledge of directx to a next LEVEL!! MOAHAHAHAHAHAHAHAHA
Now the problem is solved, bye.

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