Hi community!
I'm familiar with querying WMI for system info (such as win32_baseboard, ...). Now I'm wondering if it's possible at all to force custom info to WMI, so applications see something else than the things Windows normally returns (for starters, force a custom string into "win32_baseboard")? Maybe give the application a custom wmi*.dll which "returns" tampered values?
Thanks for insights
- Viewing Profile: Topics: pcmaster
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Windows 7 WMI - can we force custom info?
13 July 2012 - 03:08 AM
Target out-dated phones?
31 May 2012 - 08:47 AM
Hi community!
I've been playing with (an idea to make a game for) Android lately and started wondering, whether there still are phones (tables?) out there which would NOT support OpenGL ES 2.0 and GLSL ES 1.0. The game would be a pretty simple thing and probably for free (no big ambitions), however I'm not sure if it ever "pays off" trying to support horribly old devices which can do fixed-function only or are otherwise incredibly crappy. Personally I don't know anyone in my vicinity who'd have a smart-phone which can't deal with GL2 well but I have no idea what kind of people with what HW usually buy indie games on phones at all...
Stemming from DX10/11/GL3/SM4++ world, leaving fixed-function OpenGL far, far away in the deepest past's beginnings, this might probably hurt me :-D
Any insights? :-)
I've been playing with (an idea to make a game for) Android lately and started wondering, whether there still are phones (tables?) out there which would NOT support OpenGL ES 2.0 and GLSL ES 1.0. The game would be a pretty simple thing and probably for free (no big ambitions), however I'm not sure if it ever "pays off" trying to support horribly old devices which can do fixed-function only or are otherwise incredibly crappy. Personally I don't know anyone in my vicinity who'd have a smart-phone which can't deal with GL2 well but I have no idea what kind of people with what HW usually buy indie games on phones at all...
Stemming from DX10/11/GL3/SM4++ world, leaving fixed-function OpenGL far, far away in the deepest past's beginnings, this might probably hurt me :-D
Any insights? :-)
Android 3D and 4D vector classes
24 May 2012 - 06:17 AM
Hi people,
I noticed there's a nice android.opengl.Matrix class with a lot of helper functions. However, there is no stock Vector class that would support 3D and 4D vectors (compatible with those matrices). I want to be able to perform basic operations on my vectors on CPU, too, that means that having simple float[] everywhere really isn't an option. So before I head on to writing a couple classes for this, I wonder if there isn't a ready library for this kind of simple algebra for Android Java, perhaps somehow optimised for fixed-point or something? Writing that again in Android Java is no big deal, just possibly a waste of time.
I must have been asking google wrong questions so far...
I noticed there's a nice android.opengl.Matrix class with a lot of helper functions. However, there is no stock Vector class that would support 3D and 4D vectors (compatible with those matrices). I want to be able to perform basic operations on my vectors on CPU, too, that means that having simple float[] everywhere really isn't an option. So before I head on to writing a couple classes for this, I wonder if there isn't a ready library for this kind of simple algebra for Android Java, perhaps somehow optimised for fixed-point or something? Writing that again in Android Java is no big deal, just possibly a waste of time.
I must have been asking google wrong questions so far...
[DX11]Load Texture2DArray from file
26 April 2012 - 06:35 AM
Hi guys!
Saving texture arrays to DDS files via D3DX11SaveTextureToFile() works well.
If I try to load the very same file using D3DX11CreateShaderResourceViewFromFile(), I only get a Texture2D (NON-array), at least according to the SRV descriptor. However, the resource which the created SRV points to is indeed a texture array, as expected.
D3DX11GetImageInfoFromFile() fills D3DX11_IMAGE_INFO::ArraySize equal to the correct number of array slices. Just the SRV is "broken" and can/must be recreated by hand. It doesn't seem to matter whether I include a D3DX11_IMAGE_INFO instance in D3DX11_IMAGE_LOAD_INFO::pSrcInfo or not, when calling D3DX11CreateShaderResourceViewFromFile().
Is this a bug or Microsoft feature? :-) :-)
Saving texture arrays to DDS files via D3DX11SaveTextureToFile() works well.
If I try to load the very same file using D3DX11CreateShaderResourceViewFromFile(), I only get a Texture2D (NON-array), at least according to the SRV descriptor. However, the resource which the created SRV points to is indeed a texture array, as expected.
D3DX11GetImageInfoFromFile() fills D3DX11_IMAGE_INFO::ArraySize equal to the correct number of array slices. Just the SRV is "broken" and can/must be recreated by hand. It doesn't seem to matter whether I include a D3DX11_IMAGE_INFO instance in D3DX11_IMAGE_LOAD_INFO::pSrcInfo or not, when calling D3DX11CreateShaderResourceViewFromFile().
Is this a bug or Microsoft feature? :-) :-)
Artefacts while point-sampling
26 March 2012 - 03:16 AM
Edit: I deleted the topic content as I realised it isn't solvable and it indeed polutes the forum (it'd require to read some papers which don't seem popular enogh).
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