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Member Since 12 Mar 2009
Offline Last Active Dec 19 2013 06:05 AM

Posts I've Made

In Topic: Setting shader constants: Purpose of various functions

11 October 2013 - 07:06 AM

As i understand it´s just a naming convention and probably has to do some with how the shaders compiles and optimize. but in the end everything is just bytes.

I Dx11, it´s not named F/B/I and just SetConstantBuffer. And thats also why i assume it´s the same here and more of a naming convention than anything.


and if you read on msdn, there is no real hints that it would be anydiffrent.

In Topic: Write to texture to specific position

13 June 2013 - 04:03 AM

Depending on how you are using them there is diffrent methods.


If you want to do stuff in your vertex shader, you could just add a float4 to the inputlay out that you store the data in. this will be stored per vertex, so each vertex will have  a set of special data for them there. and from there you can pass it to the pixelshader how ever you want.


You could create a set of extra UV coridnates that correspond to the data you are searching for in the pixelshader. 


Thees are two way to do it, i think there is lots more ways to do it, but then you have to do some more research.

In Topic: Best way to render complex model

14 May 2013 - 06:35 AM

You can try out a BSP tree culling, and then start having Occlussion culling if that is needed. and i dont know how many objects you are having in your sceen, but you can easily optimize the

matrix multiplication with SIMD & Parrarlism. this will probably have a good effect for you.


But as the previous answer said, is that, there is no "common" way for this, try out some stuff and find the best solution for yourself.

In Topic: FPS Weapon Positioning

08 April 2013 - 05:52 AM

Try multiplying the models worldmatrix with the cameras viewmatrix every frame. this should result in "childing" the model to the camera.

In Topic: RTW tutorial for DX

13 February 2013 - 04:19 AM

Make sure to keep the rest of gamedev updated aswell :) i am going to follow this thread if you find out more.