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eppo

Member Since 14 Mar 2008
Offline Last Active Today, 03:25 PM

Posts I've Made

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]


In Topic: My game uses "Tech" as a currency, what should it look like?

15 April 2016 - 04:40 AM

tech.png

 

I like the microchip idea best too.


In Topic: Need help with basic frustum culling

27 January 2016 - 10:28 AM

If you check against w itself, you don't have to do the divide.

 

Simplest way to test if a tile can be culled is to see if all of its four vertices lie outside at least one of the clipping planes.


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