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kamilzubair

Member Since 08 Jan 2008
Offline Last Active Feb 24 2013 10:19 PM

Posts I've Made

In Topic: Emulating Render to Texture

27 December 2012 - 03:39 AM

Wait, is z means the content of z buffer ? I thought by z you mean the z coordinate of the vertex. I got confused, because vertex with z coordinate 0 is a valid vertex.


In Topic: Emulating Render to Texture

26 December 2012 - 08:15 PM

What is the value of iz if z = 0 ?


In Topic: Emulating Render to Texture

26 December 2012 - 12:24 AM

It seems in DirectX 9 you can't customize the way it does texturing. There is interpolation modifier to turn off perspective texturing but only for shader model 4 :(.


In Topic: Any idea how to specify a negative value for x/y part of viewport ?

01 November 2010 - 04:12 PM

I think I got it, I just create view matrix using D3DXMatrixPerspectiveOffCenterLH and slide it around.

Thanks everyone.

In Topic: Any idea how to specify a negative value for x/y part of viewport ?

01 November 2010 - 05:12 AM

Well it's for the animation effect. Maybe an example, will make it clear:
Suppose I render a simple 2d rectangle and rotate 90 degrees in y axis, now all it looks is just single line in normal viewport. If I want to slide the result of the rendering I need to slide the whole viewport, I can't just add a translation in world matrix because it will only move the rectangle and will not be rendered as simple line anymore. Of course, this is just a simplified example, I plan to draw more interesting stuff in the actual application.

My initial solution is to render it in texture and slide the texture around but many of our material has transparency and we need to draw them on top of each other. If I render them in texture first and blend them later I'll get different color when I blend them directly in back buffer.

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