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Plerion

Member Since 02 Nov 2009
Offline Last Active Oct 23 2014 11:34 AM

Posts I've Made

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.

 

Greetings

Plerion


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!

 

Greetings

Plerion


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):

http://pastebin.com/Ekv4Wg54

 

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


In Topic: Resizing buffers -> Out of memory

17 July 2014 - 03:22 PM

Hello L. Spiro

 

The leak was hidden, if i move back to instantly resizing it crashes again. I dont know what i can release more, i have the following:

-> release render target view

-> no reference to the Texture2D of the backbuffer is held

-> all shader resource views are released

-> depth buffer view is released

-> depth buffer texture is released

-> ClearState is called

 

Not released are:

-> 1 Vertex & 1 Pixel shader

-> the Texture2D object in the textures (the view is recreated after resize)

-> depth stencil states

-> blend states

-> rasterizer states

-> sampler states

-> 1 Vertex buffer

-> 1 Index buffer

-> 1 Input layout

 

Greetings

Plerion


In Topic: Resizing buffers -> Out of memory

17 July 2014 - 02:40 PM

 


After Present i call doResize.

 

Why? Do you really need to change the buffer size (or check if it needs to be changed) every frame?

 

 

Ok, third attempt: After Present if mRequestResize is true i call doResize.


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