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Member Since 14 Mar 2008
Offline Last Active Sep 26 2016 06:37 AM

Posts I've Made

In Topic: Edge smoothing

15 September 2016 - 03:03 AM

It also seems that your solution ended up showing some artifacts on some edges (see your bottom left cube, the one with the yellow ball).


I noticed that too. Most of those irregularities are because of specular aliasing/undersampling. (More rounded corners won't actually help in that regard.)


Interesting. It's a bit hard to read, but it deals exactly with what I'm trying to do. Thanks.
They create a normal vector that's a blend between two weighted smoothed/unsmoothed normals based on the distance to the nearest (hard) edge.

In Topic: Edge smoothing

14 September 2016 - 04:13 PM

K. thanks.

I should mention that many of these meshes are auto-generated in large quantities, so whatever I do has to work as a post-processor without having to manually touch up the geometry. The beveler can smooth anything you throw at it, so I'll use that method for now. 

In Topic: [D3D12] Ping Pong Rendering

18 May 2016 - 07:43 AM


I guess basically, what's the best way to update a texture and ensure the update takes place before using it as a source?



Setting one texture as a shader resource and the other as a render target, render, and swapping the two seems simpler to me than a compute approach. The API will guarantee proper synchronization.


In Topic: Getting the look vector of a Matrix when the current rotation is 1.57(x-axis)

09 May 2016 - 03:11 PM

That's the first row:


[0, 0, -1]

0 1 0

1 0 0

In Topic: Getting the look vector of a Matrix when the current rotation is 1.57(x-axis)

08 May 2016 - 07:15 AM

"D3DXVECTOR3(matWorld._13, matWorld._23, matWorld._33);"


You're grabbing the third column from the matrix there, not the third row.


So the identity matrix transformed by a 1.57 rad rotation around the Y-axis results in:

0 0 [-1]

0 1 [0]

1 0 [0]