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pcmaster

Member Since 13 Nov 2007
Offline Last Active Sep 19 2012 06:07 AM
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Topics I've Started

Windows 7 WMI - can we force custom info?

13 July 2012 - 03:08 AM

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

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? :-)

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...

[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? :-) :-)

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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