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AquaMacker

Member Since 18 Dec 2006
Offline Last Active Apr 12 2014 09:15 AM

Topics I've Started

D3D11 WARNING: ID3D10Device::CopyResource

11 April 2014 - 12:32 AM

HI

 

D3D11 WARNING: ID3D10Device::CopyResource: This ID3D10Device[1] method of the immediate context is locked out because an ID3D11Device[1] device context state is active. [ STATE_SETTING WARNING #3145945: DEVICE_LOCKEDOUT_INTERFACE]
 

Have you ever seen before this warning message in output window ?

What the hell....?!

In My All source there is no CopyResource
I Don't know where to find that error message.

Is that no big trouble ?
That warning comes out my program slower.
I guess that warning is big problem !!!

How can I fix that warning ?

Thanks in advance. smile.png
 

 


What is BoneIndex, DXGI_FORMAT ?

31 March 2014 - 05:28 PM

HI~

 

I wonder BoneIndex DXGI_FORMAT.

 

This is my result. BONE INDEX, Weight.
Attached File  BoneIndexWeight.png   18.15KB   3 downloads

I guess, this result is good. But Drawing is wrong.

In MSSDK,

BoneIndex DXGI_FORMAT is { "BONES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0 }

But I Can't.

 

My vertex struct is

 

D3DXVECTOR3 vPos;
D3DXVECTOR3 vNormal;
D3DXVECTOR2 vTex;
D3DXVECTOR3 vBiNormal;
D3DXVECTOR3 vTangent;
UINT nIndex[4];
float fWeight[4];

 

My BoneIndex DXGI_FORMAT is { "BONES", 0, DXGI_FORMAT_R32G32B32A32_UINT, 0, 56, D3D10_INPUT_PER_VERTEX_DATA, 0 },

 

Is Wrong ?


D3DXComputeTangentFrameEx problem

20 March 2014 - 08:27 PM

Hi ~

 

D3DXComputeTangentFrameEx() is hard to use.

 

I use Full Vertex Model.

 

Let's see source...

 

D3DXCleanMesh()... hr = S_OK

D3DXValidMesh()... hr = S_OK

 

HRESULT hr = 

D3DXComputeTangentFrameEx( pMeshClean,
                                                       D3DDECLUSAGE_TEXCOORD, 0,
                                                       D3DDECLUSAGE_BINORMAL, 0,
                                                       D3DDECLUSAGE_TANGENT, 0,
                                                       0, 0,
                                                       D3DXTANGENT_GENERATE_IN_PLACE,
                                                       pAdjacencyClean,
                                                       0.01f, 0.25f, 0.01f,
                                                       &pMeshAfter,
                                                       0 );
hr is S_FALSE;

So...
 
I don't use "D3DXTANGENT_GENERATE_IN_PLACE" of option is hr = S_OK.
But vertex data is changed.
ex) -9.776716,0.000000,-9.890399 > 0.000000, -1.000000, 000000
 
How do I use exactly ?
 

Draw() Bug

03 October 2013 - 03:47 PM

http://tvpot.daum.net/mypot/View.do?ownerid=4cphH9T4XiU0&clipid=53291436

C
lick please....

 

What's wrong ?

 

TM bug ?

 

I just drawing 6 object and terrain.

 

I don't understand BUG !!!

 

how can I do ?

 

Please let me know...


POM(Parallax Occulsion Mapping) Bug...

27 August 2013 - 03:29 AM

http://tvpot.daum.net/v/v6016NrN1NvlyqxpBavpaTr

 

Please click link...

 

Is normal ?

 

I don't know what's wrong.

 

TM ? Camera Pos ?

 

This original source is MS SDK.

 

100% shader source is same !!!

 

App source is same too.

 

What the problem ?

 

Please let me know.

 

 

 

Thanks.


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