Jump to content

  • Log In with Google      Sign In   
  • Create Account


Funkymunky

Member Since 28 Jul 1999
Offline Last Active Today, 07:54 AM
-----

Posts I've Made

In Topic: Loading a texture array a layer at a time

29 March 2014 - 04:50 PM

Ah!  So I was mistaken in my first analysis, it was only showing me the first texture i'd loaded!  Thanks mhagain, your response led me to the function D3D11CalcSubresource, which in turn led me to realize that the problem wasn't in the portion of my code where I mapped, memcpy'd, and unmapped (after I updated it per your response of specifying the subresource).  It was in the portion after, where I created the shader resource view and copied my texture set up as D3D11_USAGE_STAGING to one set up as D3D11_USAGE_DEFAULT.  I was only copying the first subresource.

 

Thanks again!


In Topic: Texture Streaming synchronization

02 February 2014 - 10:05 AM

I'm intentionally trying to circumvent the "stalling automatically" part.

 

Thanks guys!


In Topic: Texture Streaming synchronization

02 February 2014 - 12:57 AM

By calling ID3D11DeviceContext::UpdateSubresource?  (or perhaps better by creating a second resource and calling ID3D11DeviceContext::CopyResource or ::CopySubresourceRegion)?  Those functions do talk about being asynchronous calls.  But then I'm back to the same point of needing a synchronization object like the fences in OpenGL to know when the copy has succeeded.

 

I've been researching it while typing out this post.  It looks like I want to do a ID3D11Device::CreateQuery call with D3D11_QUERY_EVENT...?  (It also looks like I was doing my call to glFenceSync out of order; it should be after the asynchronous call to upload the data).  I call CreateQuery, then CopyResource, and then Context->End(Query).   I can then check the state of the query with Context->GetData.

 

Does that sound right?  I'm going to bed anyway so I'll just give it a shot tomorrow.


In Topic: Hypothesizing a new lighting method.

21 January 2014 - 03:16 PM

This technique would work for the one point in the scene that you render as the center of the cube maps.  When you render the lights into the cube map, you're doing it relative to this one point.  So that one point would be lit correctly.  Everything else would be skewed.


In Topic: Render to Texture Array, seeing nothing

12 January 2014 - 11:01 PM

Ah, I solved it.  For an MRT set up, I was only using a single depth buffer.  For an array of render targets, I need an array of depth buffers.


PARTNERS