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Member Since 25 Jul 2008
Offline Last Active Oct 19 2015 02:17 AM

#5169473 MSAA custom sampling pattern

Posted by on 27 July 2014 - 06:46 AM



Is there any method to specifically define a custom sampling pattern when using MSAA ?

Are there any plans to add such functionality to future API ?


Note: I'm aware of the two "standard" and "center" well defined patterns ("quality"),

and that the rest are vendor specific.


Note2: I'm aware of modern alternative post-processing methods for AA



#5019358 Measuring Latency [Solved]

Posted by on 08 January 2013 - 10:37 PM

If anyone is interested, i solved the problem of measuring latency.

I had to move outside of the scope of user-mode DirectX.


The solution was injecting "D3DKMT_SIGNALSYNCHRONIZATIONOBJECT2":after presents.



It sounds off topic for this forum so i won't go deep into the description.

#4903727 Lesson 10: Walls

Posted by on 17 January 2012 - 01:08 PM

The usual term for this is "Collision Detection & Response"
Google might provide few nice tutorials, perhaps add the keyword "basic" to your search as well, since this is a rather advanced topic.
If you're new to 3D graphics, It's often best to first learn and/or implement in 2D.

In this specific case, when the user attempts to move, there is a "requested movement vector".
In the "collision detection" step, you check how much of the requested movement vector it's ok to move without hitting any obstacle.
If the allowed move is only partial, a "collision response" should be calculated and added to the allowed move.
For example, to create slide on walls to have a more dynamic gameplay flow (think about doom :) )