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| Some recent topics started on our forums | |
| [DX10/DX11] Texture Load vs. SampleGrad | Lately I have been doing quite a bit of work with compute shaders on DX11, running on my Geforce 8600M. With DX10 level hardware and some updated drivers, I can run in real time and test out my algorithms without much trouble. During some... |
| Posted September 3, 2009 6:41:06 PM | |
| Laptop Drivers Straight From Nvidia! | I was overjoyed when I saw the newsletter from nvidia today - they are directly releasing notebook drivers for many of their 8 and 9 series cards. However, when I went to the download page for vista 32-bit, the link is broken... Has anyone been a... |
| Posted January 23, 2009 6:29:54 PM | |
| D3D9 Generating Mip Maps of Rendertargets... | I am really hoping for some help - this one has me completely stumped... Here goes: I am trying to generate mip maps of my render target textures after rendering a scene into them. The documentation says to create the textures with the D3DU... |
| Posted November 18, 2008 6:57:45 PM | |
| Hieroglyph Rendering System Design | For those of you who are interested, I have written a descriptive document detailing how my rendering system works. The system has been used in several different non-game applications as well as a non-commercial game. I find it to be a useful desig... |
| Posted October 29, 2007 5:16:47 PM | |
| Dell Battery Pinout??? | Does anyone know where I could find the pinout of a Dell Inspiron 5160 battery? The power supply circuit is fried on my laptop, and I need to find some way of 'simulating' the battery with an AC power supply. Any links or advice would be gre... |
| Posted February 24, 2007 10:20:20 AM | |
| Surface reconstruction with irregular x and y sampling | This one can be considered a sampling theory problem or a surface reconstruction, so I know there are experts around here in these areas! I am looking for an algorithm on reducing the resolution of a 2D grid of samples that are currently... |
| Posted January 17, 2007 6:43:36 AM | |
| On Render Views | I recently received a question on my render view system, and figured I would share it with everyone if it might help anyone out. Here it is: Quote:Hello Jason... First of all sorry for bothering you. If you think i should make a thread ab... |
| Posted January 14, 2007 10:54:37 AM | |
| Fast Silhouettes Article | I have posted an article that presents a (as far as I know) novel method for rendering silhouettes. The article is posted in my journal for those of you that are interested in checking it out. You can find it here along with a demo program for it: ... |
| Posted September 28, 2006 6:55:57 PM | |
| How to do batching with Effect Files??? | I have been trying to figure out how to gain some improvement in rendering my GUI over the last couple of days and have kind of ran into a wall. While rendering all of the buttons in a given screen, my effect file system will sort all of the objects... |
| Posted July 17, 2006 6:32:58 PM | |
| How to calcule a pick-ray... | Has anyone seen any tutorials or samples on how to derive a pick-ray based on the camera position and the screen coords that the user clicks on? The geometry seems relatively simple - the near clipping plane is the screen surface, and... |
| Posted July 14, 2006 7:19:09 PM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| Strange artifacts on my blur shader | If you know the shader works, then it must be either the input data or the state of the device when you execute the calls. I agree with Matt - PIX is your friend! |
| Posted November 20, 2009 9:48:42 PM | |
| more paraboloid questions | What exactly are the tessellation issues that you are having? Unless you have *really* big triangles then it doesn't really make that big of a difference. You can also expect paraboloid maps to be more popular once the DX11 class hardware gets... |
| Posted November 13, 2009 9:14:39 PM | |
| Paraboloid projection + octree | Are you just trying to determine the octree nodes that could be visible to each hemisphere? If so, then the plane is the only appropriate way to do so. This is actually the same operation that you would apply to normal geometry, except that an... |
| Posted November 12, 2009 9:00:54 PM | |
| Down filtering | If you are using a quad to read the original size image and write it to a smaller render target, then for each invocation of the pixel shader you combine the immediately surrounding texels together using either averaging or a Gaussian filter. Can yo... |
| Posted November 12, 2009 8:51:10 PM | |
| The Great Windows Graphics Programming Mess | What's wrong with using C++ and Direct3D? There's hundreds (if not thousands) of libraries out there that provide all the 2D functionality that you could ever want. Why not use the same language and API that is generally used for what you are tryin... |
| Posted November 2, 2009 9:48:04 PM | |
| A "reference" software-only 3D renderer (GPL) | This is a nice gesture for the community, and I suspect it will be quite useful in the years to come. There have been several high level interviews that discuss eventually moving to software driven architectures for rendering, so it is always nice t... |
| Posted November 2, 2009 6:10:28 AM | |
| HLSL semantics for d3d11 on cbuffers and resources | I found the same issues when I built my D3D11 renderer. Coming from D3D9, I used semantics as a linkage to my engine for all shader parameters, but I couldn't do it in D3D11. I was working with the beta version, and thought the reflection API would... |
| Posted October 31, 2009 7:59:33 PM | |
| Rendering pipeline debugging (z-buffering) | Quote:Original post by meteorstorm42 Thanks :) Yeah, I made my own classes, though I've tested my rotation, translation, ModelView, PerspectiveProjection, and MVP matrices against OpenGL's. They turned out the same for the same input. Since I multi... |
| Posted October 30, 2009 10:56:21 AM | |
| Rendering pipeline debugging (z-buffering) | I think #1 and #4 are manifestations caused by #2 and #3. Are you using canned matrix/vector classes or did you make your own? Perform some unit tests on the matrices to ensure that if you transform a known point by a given view matrix that it... |
| Posted October 29, 2009 10:59:07 PM | |
| Multithreading | Just as a general note about using multi-threading for rendering: if your scene rendering requires many state changes/draw calls, then it might be beneficial to put your rendering into a separate thread. If you use a smaller amount of state changes... |
| Posted October 27, 2009 10:21:57 PM | |
| View All Replies Made By This User | |