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Member Since 03 Nov 2009
Offline Last Active Feb 25 2014 04:31 AM

Posts I've Made

In Topic: The death of D3D9

29 October 2013 - 01:00 AM

newbies use D3D9, maybe because still there are more tutorials and books on D3D9 than D3D10/11 and for very smaller or startup projects,IMO d3d9 is easy to use and setup.but yeah learning FF pipeline is waste of time now.

In Topic: Problem with shooting bullets in both directions (Platformer)

04 July 2013 - 05:18 AM

or you could use bezier or catmull curves for smooth translation.

In Topic: Collision, keeping the feet on the ground

07 June 2013 - 05:53 AM

you can also use octree to improve performance if area is mostly static. you can also use heightmaps instead of ray cast.

In Topic: Models are missing half their triangles.

03 June 2013 - 11:41 PM

did you try D3DPT_TRIANGLESTRIP instead of D3DPT_TRIANGLEFAN ???

In Topic: Resource Sharing between Directx11 and DirectX9

03 June 2013 - 06:07 AM

@Jason Z and NightCreature83


actually i have engine in dx9 ,but wanted to process some raw data in gpu and give output to a texture.so i choose compute shader of dx11 and I dont want to change existing source which is written in dx9.


however I figured  out the problem as D3DFMT_A8R8G8B8 will match to DXGI_FORMAT_B8G8R8A8_UNORM.however you cant then create UAV from that format.You have to create texture with DXGI_FORMAT_B8G8R8A8_TYPELESS.then create UAV with castable format like  DXGI_FORMAT_R32_UINT and then do your work on shader.