Jump to content

  • Log In with Google      Sign In   
  • Create Account


We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.

Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


Member Since 12 Jan 2008
Offline Last Active Jul 15 2012 10:03 AM

Topics I've Started

question about D3DReadFileToBlob

30 June 2012 - 05:26 PM

Hi guys,

I have some trouble to use function D3DReadFileToBlob to load a compiled shader binary, it's not defined.
MSDN says the function declaration is in D3DCompiler.h, but I didn't find it there.


question about scene parameterization

09 October 2009 - 03:43 PM

Hi all, I want to generate a unique texture for the sponza model(http://hdri.cgtechniques.com/~sponza/). The model has defined texture coordinates, but since some object has repeated parts, those vertices are mapped in the same (u,v). Is there any way to generate a texture for the scene such that each vertex has a unique (u,v)? Can I do it using blender or 3d max? Thanks a lot, -Tim

question about volume texture

17 June 2009 - 09:48 AM

Hi all, This might be a stupid and naive question: I 'd like to load a 3d volume texture on the GPU and fetch the texture value in the shader. The data stored in the volume texture is specified by myself, for example, a 4 by 4 by 4 array of rgb values. I tried to create such a volume texture: pd3dDevice->CreateVolumeTexture(4, 4, 4,1,0, D3DFMT_A16B16G16R16F, D3DPOOL_MANAGED, &pVolumeTexture,NULL); But I can's figure out how to load my data into the texture. I searched in the DirectX c++ doc, but haven't found an applicable way to do this. Would D3DXFillVolumeTexture(pVolumeTexture, LPD3DXFILL3D, NULL) work? How to define LPD3DXFILL3D then? Thanks, -timothy

How to define vertex gradient on a mesh

15 April 2009 - 06:01 AM

Anybody know how to define vertex gradient on a mesh? Thanks, -timothy

question about shader debugging using glsldevil

13 January 2008 - 06:00 PM

Hi all, It seems glsldevil is a wonderful shader debugging tool: http://www.vis.uni-stuttgart.de/glsldevil/. Is there anyone used this tool before? I have a problem that I cannot view the shader source and debug them as the webpage describes, although I can make my program run or stop at a draw call. Thanks very much!