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stu_pidd_cow

Member Since 27 Oct 2008
Offline Last Active Today, 12:10 AM

Topics I've Started

What's the deal with application file sizes!?

08 October 2014 - 03:08 AM

This is partly a rant and also a legitimate, life-long question.

 

I recently decided to upgrade my 3DS Max from 2013 to 2015 (one of the perks of being a student) and I noticed that the file size of the installer is 7.27 GB, which I thought was pretty insane because 2013 was only 4.13 GB. What the hell have they put in it in the last 2 years that makes up more than 3 GB? In comparison, Blender 2.72 is only 59 MB. I understand that Blender is a much smaller application, but I certainly don’t think it’s 123 times smaller.

 

But Autodesk applications aren’t the only offenders. Look at Microsoft Office vs OpenOffice.org, and Adobe Photoshop vs GIMP. I feel like the big companies are just padding out their software garbage data (possibly to reduce piracy?). As a somewhat experienced programmer now, I feel like I understand software development quite well--but this is something that rapes my brain and spits on the foundation of common sense that humanity has worked so hard to build.

 

So my question is: what the hell is going on with these application file sizes?


Animation debugging nightmare...

09 February 2014 - 07:48 PM

Hi,

 

I’m trying to do skinning animation with Assimp and D3D11 in VS2012. I have managed to get things looking ok but I have a problem as seen in this image:

 

animation0_zps0b1e8085.jpg

 

No, that is not his long luscious hair. It appears some triangles are completely wrong. I have checked the bones and the vertex information that is retrieved from the file and everything seems right. I also tried recreating the vertex shader on the CPU to see if I could replicate the problem, but there was no problem there either. So I tried debugging a pixel (on his "hair") and I got these values:

 

animation1_zps3ea13b6a.jpg

 

This shows that the bone weights are completely wrong (because they should add up to 1.0). So this must mean that the vertex I sent to the GPU is wrong, right? Going back to the CPU side, these are the exact values I sent (for vertex 301):

 

animation2_zps992710e6.jpg

 

The highlighted stuff shows that the bone weights do indeed add up to 1.0. So when I check on the GPU side, I see this:

 

animation3_zps7f4b34ab.jpg

 

The red part shows that the bone weights are there on the GPU. The interesting thing is that the highlighted green stuff are the actual values that the bone weights are given. It is sort of like the vertex buffer has gone out of synch or something (but I am sure this is a user error). I have made sure that I have sent the correct vertex buffer size and vertex struct size.

 

Sorry, I know this is a complicated question, but I'm not sure what else to try. I'm not sure what code to give you, so just ask and ye shall receive. I'm also not sure if this is a D3D problem or an animation problem or whatnot. So does anyone have any idea what the problem could be or things that I could try?

 

Thanks.


[Assimp] Getting bind pose bone positions

04 February 2014 - 02:19 AM

I'm trying to get my head around animation and Assimp. I'm trying to just get the bone positions in bind pose (no animation or anything like that). According to various sources, I should be able to use aiBone::mOffsetMatrix. The way I am doing it is (psuedo code):

MthVector4 v(0.0f, 0.0f, 0.0f, 1.0f);
MthMatrix invOffset = mOffsetMatrix;
invOffset.Inverse();
invOffset.Transform(v, v);
pos = (MthVector3&)v / v.w;

pos should give the position in model space, right? I've spent a while fiddling around with this stuff for a while but nothing looks right at all. So what is the correct way to do this?

 

Thanks.


Programs going way too slow since moving to a new computer...

16 December 2013 - 08:25 PM

I recently moved over to using a new laptop and I have started a new project in visual studio 2012 but everything runs slower than it should. I tried profiling it with the VS profiler and it says that 99.38% of the time is spent in d3d11ref.dll. I have reinstalled the DirectX SDK. I tried an older project that worked fine on another computer and it was also running slow, so I don't think it has anything to do with my code. The laptop is quite good (i7 processor). The program I'm currently testing is just a basic game loop that opens up a blank window and does nothing to it. It does not interact with Direct3D (though D3D is included in the project, just no D3D code is run).

 

So is it the laptop or VS or have I setup D3D wrong or something else?

 

(I posted this in General Programming because I don't think it is a D3D-specific problem)

 

Thanks.


Depth buffer isn't linear?

23 November 2013 - 10:40 PM

I've got a large environment that looks a bit like this:

 

city1_zps3fd3271c.png

 

I'm trying to see the depth buffer by using a pixel shader like this:

struct VS_OUTPUT
{
    float4 position : SV_Position;
    float2 texcoord : TEXCOORD;
    float3 normal : NORMAL;
    float4 worldposition : POSITION;
};

float4 main( in VS_OUTPUT input ) : SV_TARGET
{
    float shade = input.position.z / input.position.w;
    return float4(shade, shade, shade, 1.0f);
}

The result I get is this:

 

city2_zpsc991d62a.png

 

 

The depth appears to be very much non-linear. I was expecting something more along the lines of this:

 

city3_zpse2b1203f.png

 

I assume I'm calculating the depth wrong but every source I find says to do it this way.

 

Btw, I'm using D3D11 with  VS2012.

 

On a related note: Is there a way to see an image of the depth buffer within VS2012's graphics debugger (diagnostics)?

 

Thanks.

 

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