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#Actualqorthos

Posted 04 February 2013 - 12:28 PM

Hello everyone, I'm currently instancing a set of primitives (cubes, spheres, etc) with modulo arithmetic and I'm having wit the DataStream.WriteRange<> method.

 

I'm using this to write to the InstanceBuffer:

DataStream dsInstances = instanceBuffer.Map(MapMode.WriteDiscard, SlimDX.Direct3D10.MapFlags.None);

            if (instancesStart + instancesCount < instancesMax)
            {
                dsInstances.Position = instancesStart;
                dsInstances.WriteRange<VertexPrimitiveInstance>(instances, instancesStart, instancesCount);
            }
            else
            {
                dsInstances.Position = instancesStart;
                dsInstances.WriteRange<VertexPrimitiveInstance>(instances, instancesStart, instancesMax - instancesStart);

                dsInstances.Position = 0;
                dsInstances.WriteRange<VertexPrimitiveInstance>(instances, 0, instancesCount - (instancesMax - instancesStart));
            }

            instanceBuffer.Unmap();

 

 

I see nothing the first loop around from 0 to InstancesMax.  However, I start seeing my objects once I've written all values to the buffer at least once.  Then I get some very strange flicker and occasionally deformed geometry.

 

If I change the above to write the entire array of VertexPrimitiveInstances to the buffer, I get no flicker.


            DataStream dsInstances = instanceBuffer.Map(MapMode.WriteDiscard, SlimDX.Direct3D10.MapFlags.None);

            dsInstances.Position = 0;
            dsInstances.WriteRange<VertexPrimitiveInstance>(instances);

            instanceBuffer.Unmap();

 

 

 

I presume that the second method is far slower than the first (if if worked) and is thus undesirable.  Am I using WriteRange wrong, or am I wrong in thinking I should only set the vertices that are changing (like I did in XNA)?


#2qorthos

Posted 04 February 2013 - 12:26 PM

Hello everyone, I'm currently instancing a set of primitives (cubes, spheres, etc) with modulo arithmetic and I'm having wit the DataStream.WriteRange<> method.

 

I'm using this to write to the InstanceBuffer:

DataStream dsInstances = instanceBuffer.Map(MapMode.WriteDiscard, SlimDX.Direct3D10.MapFlags.None);

            if (instancesStart + instancesCount < instancesMax)
            {
                //dsInstances.Position = instancesStart;
                dsInstances.WriteRange<VertexPrimitiveInstance>(instances, instancesStart, instancesCount);
            }
            else
            {
                dsInstances.Position = instancesStart;
                dsInstances.WriteRange<VertexPrimitiveInstance>(instances, instancesStart, instancesMax - instancesStart);

                dsInstances.Position = 0;
                dsInstances.WriteRange<VertexPrimitiveInstance>(instances, 0, instancesCount - (instancesMax - instancesStart));
            }

            instanceBuffer.Unmap();

 

 

I see nothing the first loop around from 0 to InstancesMax.  However, I start seeing my objects once I've written all values to the buffer at least once.  Then I get some very strange flicker and occasionally deformed geometry.

 

If I change the above to write the entire array of VertexPrimitiveInstances to the buffer, I get no flicker.


            DataStream dsInstances = instanceBuffer.Map(MapMode.WriteDiscard, SlimDX.Direct3D10.MapFlags.None);

            dsInstances.Position = 0;
            dsInstances.WriteRange<VertexPrimitiveInstance>(instances);

            instanceBuffer.Unmap();

 

 

 

I presume that the second method is far slower than the first (if if worked) and is thus undesirable.  Am I using WriteRange wrong, or am I wrong in thinking I should only set the vertices that are changing (like I did in XNA)?


#1qorthos

Posted 04 February 2013 - 12:25 PM

Hello everyone, I'm currently instancing a set of primitives (cubes, spheres, etc) with modulo arithmetic and I'm having wit the DataStream.WriteRange<> method.

 

I'm using this to write to the InstanceBuffer:

DataStream dsInstances = instanceBuffer.Map(MapMode.WriteDiscard, SlimDX.Direct3D10.MapFlags.None);

            if (instancesStart + instancesCount < instancesMax)
            {
                //dsInstances.Position = instancesStart;
                dsInstances.WriteRange<VertexPrimitiveInstance>(instances, instancesStart, instancesCount);
            }
            else
            {
                dsInstances.Position = instancesStart;
                dsInstances.WriteRange<VertexPrimitiveInstance>(instances, instancesStart, instancesMax - instancesStart);

                dsInstances.Position = 0;
                dsInstances.WriteRange<VertexPrimitiveInstance>(instances, 0, instancesCount - (instancesMax - instancesStart));
            }

            instanceBuffer.Unmap();

 

 

I see nothing the first loop around from 0 to InstancesMax.  However, I start seeing my objects once I've written all values to the buffer at least once.  Then I get some very strange flicker and occasionally deformed geometry.

 

If I change the above to write the entire array of VertexPrimitiveInstances to the buffer, I get no flicker.


            DataStream dsInstances = instanceBuffer.Map(MapMode.WriteDiscard, SlimDX.Direct3D10.MapFlags.None);

            dsInstances.Position = 0;
            dsInstances.WriteRange<VertexPrimitiveInstance>(instances);

            instanceBuffer.Unmap();

 

 

 

I presume that the second method is far slower than the first (if if worked) and is thus undesirable.


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