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Member Since 02 Nov 2009
Offline Last Active Feb 07 2015 03:37 PM

Posts I've Made

In Topic: Getting invalid instance matrices in vertex shader

24 January 2015 - 06:47 PM

Hello again


Because i didnt know what else to try i just did a transpose on the instance matrix and what do you know, it works. In retrospect it makes sense, float4x4 is column-major, the float4x4 contstructor takes row-major. Thus i had to pass the matrix entries untransposed compared to view/proj and the rest.




In Topic: Passing cube normals to shader

10 January 2015 - 03:40 AM

Hello L. Spiro


Thanks for your answer, i already thought that it will be like that. For your second quote: I of course meant "without using 36 (24) vertices". /EDIT: No, actually i didnt, i wasnt remembering my posting correctly/


Anyway, I was able to store 3d position, normal, texcoord and color in 8 bytes per vertex, so ill just stick with the inreased vertex count (the devices its going to be running on have limited gpu memory available).





In Topic: Invalid bone transformations in skinned mesh

11 October 2014 - 11:35 AM

Hello all


Its me again! It was a combination of two problems:
1. matrix = matrix * animator->getMatrix(time, mBone.parentBone);


This has to be parent * matrix and not matrix * parent since i first want to transform by my local matrix and then apply the parents transformation!


2. The rotation values were wrong. I had to conjugate the quaternion with the rotation.


Now it all works fine.




In Topic: Creating readable mipmaps in D3D11

06 August 2014 - 10:32 AM

Hello MJP


Indeed i forgot about that, but in this case it was not the source of the problem. Even with the correct row pitch it still showed up wrong. Turns out that squish converted the first layer correctly to S3TC but then it did wrong conversions. Switched to libtxc_dxtn and got it all working now!




In Topic: Resizing buffers -> Out of memory

17 July 2014 - 03:33 PM

A little updated:

Ive switched back to the one resize per frame approach and did a reportliveobjects at entersizemove and exitsizemove. This is what i get after resizing the window for over a minute (several thousand frames):



The only thing odd are the 4500 references on the pixel shader. But the amount of objects seems reasonable.