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#Actuala2ps

Posted 07 September 2012 - 08:34 AM

thanks for the help Tsus.

so yes, the way im setting my mesh, the normals already have the w component at 0.0f. so i took your advice and rendered the gbuffer into the main rendertarget (the window) so i could check the results. the reason i didnt do that before was because i thought that PIX showed the "graphics pixel history" feature for all buffers but i was wrong, the moment i rendered it to the main render target i could immediatelly see that the draw call gets called but it didnt show so the transformations should be wrong.

i hard coded some matrices to see it worked and at first it didnt, but after i applied a transpose to it, it worked!

the only problem now is that for the 4 spheres that i draw, it leaves the first 3 at the origin (like it didnt apply any transformation) and only moves the 4th sphere, probbaly some bug in my code that ill have to find.

sorry i havent replied earlier but my work doesnt leave me much time for my personal projects (javaEE for a living is NOT fun..).

PS: as soon as i finished writting this post, i managed to solve the "only one sphere move" problem, it was just a bug due to ctrl+c ctrl+v of code, now everything works fine! now off to build my lightning buffer and pass.

once again thanks so much for the help Posted Image

#5a2ps

Posted 07 September 2012 - 08:33 AM

thanks for the help Tsus.

so yes, the way im setting my mesh, the normals already have the w component at 0.0f. so i took your advice and rendered the gbuffer into the main rendertarget (the window) so i could check the results. the reason i didnt do that before was because i thought that PIX showed the "graphics pixel history" feature for all buffers but i was wrong, the moment i rendered it to the main render target i could immediatelly see that the draw call gets called but it didnt show so the transformations should be wrong.

i hard coded some matrices to see it worked and at first it didnt, but after i applied a transpose to it, it worked!

the only problem now is that for the 4 spheres that i draw, it leaves the first 3 at the origin (like it didnt apply any transformation) and only moves the 4th sphere, probbaly some bug in my code that ill have to find.

sorry i havent replied earlier but my work doesnt leave me much time for my personal projects (javaEE for a living is NOT fun..).

PS: as soon as i finished writting this post, i manahed to solve the "only one sphere move" problem, it was just a bug due to ctrl+c ctrl+v of code, now everything works fine! now off to build my lightning buffer and pass.

once again thanks so much for the help :)

#4a2ps

Posted 07 September 2012 - 08:29 AM

thanks for the help Tsus.

so yes, the way im setting my mesh, the normals already have the w component at 0.0f. so i took your advice and rendered the gbuffer into the main rendertarget (the window) so i could check the results. the reason i didnt do that before was because i thought that PIX showed the "graphics pixel history" feature for all buffers but i was wrong, the moment i rendered it to the main render target i could immediatelly see that the draw call gets called but it didnt show so the transformations should be wrong.

i hard coded some matrices to see it worked and at first it didnt, but after i applied a transpose to it, it worked!

the only problem now is that for the 4 spheres that i draw, it leaves the first 3 at the origin (like it didnt apply any transformation) and only moves the 4th sphere, probbaly some bug in my code that ill have to find.

sorry i havent replied earlier but my work doesnt leave me much time for my personal projects (javaEE for a living is NOT fun..).
anyway thanks again for the help Posted Image

#3a2ps

Posted 07 September 2012 - 08:29 AM

thanks for the help Tsus.

so yes, the way im setting my mesh, the normals already have the w component at 0.0f. so i took your advice and rendered the gbuffer into the main rendertarget (the window) so i could check the results. the reason i didnt do that before was because i thought that PIX showed the "graphics pixel history" feature for all buffers but i was wrong, the moment i rendered it to the main render target i could immediatelly see that the draw call gets called but it didnt show so the transformations should be wrong.

i hard coded some matrices to see it worked and at first it didnt, but after i applied a transpose transformation to it, it worked!

the only problem now is that for the 4 spheres that i draw, it leaves the first 3 at the origin (like it didnt apply any transformation) and only moves the 4th sphere, probbaly some bug in my code that ill have to find.

sorry i havent replied earlier but my work doesnt leave me much time for my personal projects (javaEE for a living is NOT fun..).
anyway thanks again for the help Posted Image

#2a2ps

Posted 07 September 2012 - 08:26 AM

thanks for the help Tsus.

so yes, the way im setting my mesh, the normals already have the w component at 0.0f. so i took your advice and rendered the gbuffer into the main rendertarget (the window) so i could check the results. the reason i didnt do that before was because i thought that PIX showed the "graphics pixel history" feature for all buffers but i was wrong, the moment i rendered it to the main render target i could immediatelly see that the draw call gets called but it didnt show so the transformations should be wrong.

i hard coded some matrices to see it worked and at first it didnt, but after i applied a transpose transformation to it, it worked!

the only problem now is that for the 4 spheres that i draw, it leaves the first 3 at the origin (like it didnt apply any transformation) and only moves the 4th sphere, probbaly some bug in my code that ill have to find.

sorry i havent replied earlier but my work doesnt leave me much time for my personal projects (javaEE for a living is NOT fun..).
anyway thanks again for the help Posted Image

#1a2ps

Posted 07 September 2012 - 08:25 AM

thanks for the help Tsus.

so yes, the way im setting my mesh, the normals already have the w component at 0.0f. so i took your advice and rendered the gbuffer into the main rendertarget (the window) so i could check the results. the reason i didnt do that before was because i thought that PIX showed the "graphics pixel history" feature for all buffers but i was wrong, the moment i rendered it to the main render target i could immediatelly see that the draw call gets called but it didnt show so the transformations should be wrong.

i hard coded some matrices to see it worked and at first it didnt, but after i applied a transpose transformation to it, it worked!

the only problem now is that for the 4 spheres that i draw, it leaves the first 3 at the origin (like it didnt apply any transformation) and only moves the 4th sphere, probbaly some bug in my code that ill have to find.

sorry i havent replied earlier but my work doesnt leave me much trime for my personal projects (javaEE for a living is NOT fun..).
anyway thanks again for the help :)

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