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Member Since 26 Jul 2009
Offline Last Active Jul 19 2013 01:09 PM

Posts I've Made

In Topic: Sampling a texture in a domain shader [Cg]

17 June 2013 - 12:53 PM

Yes, I did use a float2 when using tex2D and a float4 when using tex2Dlod. My graphics card is a AMD 7970. I also tried it on a GTX 480. Still no luck. 


Sorry for the delayed response, I was away for sometime.

In Topic: Sampling a texture in a domain shader [Cg]

03 June 2013 - 03:56 PM

Hmm.. at first I thought that using tex2Dlod worked, but now I get this compile error instead.


error C1115: unable to find compatible overloaded function "SampleLevel(sampler2D, float2, float)"

In Topic: Sampling a texture in a domain shader [Cg]

31 May 2013 - 03:40 PM

This is because it uses screen-space gradients to automatically select the mip level, and gradients can only be computed in a pixel shader. Try using tex2Dlod


Interesting. I knew you couldn't use tex2D in all the stages but didn't know the reason why. I believe I already tried tex2Dlod, but I'll give it another shot. 


Thanks for replying.

In Topic: What kind of Shadow technique would you suggest for a RTS game

08 March 2011 - 09:09 AM

Also look into PSSM (Parallel Split Shadow Maps). I've used it previously for an RTS game and it works quite well for large outdoor scenes.

In Topic: GPU and system RAM

02 March 2011 - 10:52 PM

Thanks for the replies. I definitely understand the system a lot better now. I was basing my deductions off of old threads like this one here. I believe things have changed quite a lot since then. Any detailed references to how the VRAM is addressed by the processor or how the graphics aperture works with the VRAM in current hardware will be greatly appreciated.