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TeaTreeTim

Member Since 18 May 2009
Offline Last Active Yesterday, 03:36 PM

Posts I've Made

In Topic: Floating point precision issues on AMD Cards

06 September 2016 - 05:22 PM

So just to go over the basic points:

- You are confident the matrix gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] is updated every frame correctly (no silly error in the camera class)?

- You confident this is a UV coordinate issue and not for example vertices moving or a depth buffer problem?

- You don't have any hardware extras turned on in the Catalyst utility, particularly relating to anti-aliasing?

- You are confident this has nothing to do with the reflection mapping you seem to be doing?

Edit: and have you tried turning down vsync and matching the frame rate in catalyst if it lets you?


In Topic: Access constant buffer declared in shader header from code

04 September 2016 - 05:30 PM

You know you have to set the constant buffer and apply it to a slot for the shader? Show that code if you are already doing it.


In Topic: Realization of displacement mapping

27 August 2016 - 07:40 PM

What is the displacement for? If you are generating terrain then choice of normal is a big deal because you can end up with collisions. I talk about it a bit here: http://www.socoso.com.au/Tiogra/Index.html?page=Displacement/normals.html I talk specifically about my engine so it's not all generic.

 

As for division, tessellation does the heavy lifting for you if you are prepared to commit. For pregenerated terrain, I used to use quad tree terrain with a displacement algorithm but that was part CPU part GPU, you might be able to do it all in compute these days I don't know.


In Topic: Assimp and Skinning transforms

16 August 2016 - 03:45 PM

There's a lot of things that can go wrong. Start with the basics like is the mesh scaled and rotated the same as the armature at identity and are the bone heads where you expect them to be?


In Topic: DirectX11 Multiple Constant Buffer Issue

11 August 2016 - 04:38 PM

Have you tried using b instead of cb?

 

   cbuffer Standard : register(b0)
   {
 
 
   };

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