Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!

1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Member Since 20 Jun 2007
Offline Last Active Dec 18 2012 07:27 AM

Topics I've Started

SSAO artifacts

12 October 2012 - 05:08 AM

Hi all

I'm trying to implement very basic ssao but get the following artifacts. I'm not using the normals and I'm using a simple filter with no noise here.
I've tried using a noise filter which helps remove them on the floor except when looking directly at them. However they seem to persist on the walls
and other objects.
Has anyone seen these sort of artifacts before? Any Idea how to get rid them?


Get the current display mode using D3D10

06 January 2009 - 09:45 AM

Hi I'm moving to D3D10 from D3D9. I know in d3d9 you can use GetAdaptorDisplayMode. But can't figure out how to do it in D3D10, specifically how to get the display format. I know that I could use EnumDisplaySettings to get the current resolution and bits per pixel, but there is no way to safely convert this to a DXGI Format. So is there a proper function to do this? Or do I need to use some sort of hack? Thx Eternal Newbie

Pix "Failed to process vertices"

09 December 2008 - 12:54 AM

I'm trying to render a animated mesh. but I have a bug somewhere. When I try to render using the retail version of D3D9 I dont see the model. Using Pix in the render tab there is nothing, but in the mesh tab you can see the geometry rendered in the viewport. I also tried using the debug version of D3D9, with the appropriate flags set. So that I could debug the program. However under the mesh tab under PostVS and Viewport it simply says "Failed to process vertices". So I can't debug this problem. Looking at the debug output it says "Unsupported renderstate D3DRS_INDEXEDVERTEXBLENDENABLE.". Note this only occurs when using the debug version D3D9. I have tried this using my own shader and the fixed function pipeline. I have tried this with a different model in the same format. (I'm using my own max exporter for both models). This model is rendered. Obviously there are numerous things that could cause invisible geometry. But can anyone suggest why I might be getting the "Failed to process vertices" message and how I could get rid of it. So that I can debug the code? I've just installed NVidia latest perfSDK and drivers and I'm using a Gf8800GTS. if that makes any difference. Tia Eternal Newbie

Creating enums

10 September 2007 - 07:11 AM

ChooseEnum displays all the elements in a enum and asks the user to choose one (by an associated value which is displayed) Is there any way make the following look nicer? (remove the cast and typeof)
static int ChooseEnum(Type enumerable)

HairColour playerHairColour = (HairColour) ChooseEnum(typeof(HairColour));

Also is there any way to create enums on the fly? e.g. load the haircolours from a file. If not I'll need to use some sort of associative container (like maps in c++), should I use Dictionaries? or can people suggest a better alternative? Using dictionaries would make the above code look neater , But I would lose type safety. Hope that makes sense.

Normal mapping. TBN transform

20 June 2007 - 04:06 AM

I was wondering why lighting calculation are done in Tangent space? I realise the normal obtained from a normal map has to be in tangent space. But as i understand it you can go from Tangent space to world space by using the transpose of the TBN matrix (assuming its orthogonal). So wouldn't it be more efficient to transform the normal from tangent space to world and then do lighting calculation in world space? But every thing ive read suggest this is wrong, can someone please explain why? Thx