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Eric Cannet

Member Since 06 Jul 2008
Offline Last Active Oct 19 2012 02:59 AM

Posts I've Made

In Topic: intermittent E_FAIL upon Present()

19 June 2010 - 05:59 AM

Try to put DirectX Runtime in debug and watch output for error/warning message from DirectX.

Thanks to Evil Steve for this post on his blog ;)

In Topic: Cascaded shadow problem

06 May 2010 - 04:04 AM

Does the sample from shaderx 7 work on your Nvidia 8400 gs video card ?

In Topic: [SOLVED] Crytek approach, 3d pixel reconstruction

22 July 2009 - 11:08 PM

Crytek describes a technique in this paper : http://developer.amd.com/assets/D3DTutorial_Crytek.pdf

In Vertex Shader you create a ray by using coordinate and inverse viewproj
matrice. Something like:
float3 start = float3(input.uv, 0.f) * InvViewProj;
ouput.ray = start - ViewPos;


float3 start = float3(input.uv, 0.f) * InvViewProj;
float3 end = float3(input.uv, 1.f) * InvViewProj;
ouput.ray = end - start;

In pixel shader you just have to do :
float depth = tex2D(...); //the depth need to be the distance between the camera and the objet in linear (not like in the Depth buffer)
float3 pos = input.ray * depth;

I never did it but I think it's something like that

good luck

In Topic: DirectX lock index buffer - problem

10 September 2008 - 01:11 AM

You should turn on the directx debug info (http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=300672&reply_id=3123284) and fix your code if the are any error/warning.

In Topic: Simple scene managment question

21 July 2008 - 08:43 AM

Original post by lollan
-How can I select what to render with a scene graph.

There is many ways to do it.
The node of your graph can be a struct with a type and an union.
A node can be an abstract class of object to render and a transformation node and you do the difference with a dynamic cast.

Original post by lollan-Why is it efficient exactly ?

Octree is efficient because with one test you can avoid to render 1/8 th of the space.

Original post by lollan-Regardless of the difficulty, what should I use if my only concern is effency and all shader base operation are handle by the mesh, itself?

If it's a really very small demo perhaps you can just use a linked list ?
But any way I think that octree works fine.