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Hassanbasil

Member Since 04 Mar 2010
Offline Last Active Aug 09 2014 05:22 AM

Topics I've Started

Dynamic Texture Array

13 June 2014 - 08:20 AM

Hello,

 

I'm trying to create a texture array that I want to update per frame. So I want to use D3D11_USAGE_DYNAMIC and ArraySize>1. but I get this error: D3D11 ERROR: ID3D11Device::CreateTexture2D: A D3D11_USAGE_DYNAMIC Resource must have ArraySize equal to 1. [ STATE_CREATION ERROR #101: CREATETEXTURE2D_INVALIDDIMENSIONS]

 

Why is that even a thing? Is there anything wrong with a dynamic texture array?

 

EDIT: I also tried 3D textures, there seems to be a minimum for the size of a row (128 in my case)? creating a 1x1x1 3D texture and then using Map gives RowPitch=128 (although format is 4 bytes per texel). Is this documented anywhere? there is not even a warning, using small textures messes up everything.

 

Regards,

Hasan Al-Jawaheri


can Direct3D applications developed on VS2013 be deployed on older OSes?

07 March 2014 - 04:42 PM

Hello!

 

I'm running Windows 8.1 with Visual Studio Ultimate 2013. I'm trying to deploy my Direct3D applications on older OSes, specifically Windows 8.0 or possibly Windows 7. The application does not seem to run on Windows 8.0 due to D3DCompiler_47.dll not existing. I tried including the DLLs in Windows Kits\8.1\Redist\D3D\x86\ with the application, but it does not respond to execution (nothing happens when I run).

 

What exactly am I missing? Is there a legitimate redistributable package for Direct3D 11/11.1?

 

Regards,

Hasan Al-Jawaheri


Terrain streaming

02 August 2012 - 07:05 PM

Hello everyone,

I'm working on a terrain engine that implements the geometry clipmaps, the thing is, i'm wondering what is the best way to build up the height/diffuse/normal maps? currently I have a separate thread reading my files to build the maps, which are only height and diffuse, then re-creating the ID3D11Texture2D every time, I have 2 copies of each map to swap between them while one is being filled, and my normal are generated in the pixel shader from the height map (taking 4 samples for each pixel).

now the question is, should it be done like that? should I be calling some ID3D11Device::CreateTexture2D and their SRV's every while? would it be more efficient to have my textures dynamic and have the thread only read the file and fills in some memory then the main threads Maps and Unmaps the textures according to the read data? and how about the normal map, should it be extracted from the height map in the pixel shader or at the clipmap update?

Finally, since i'm using D3D11, is the tessellated terrain a better implementation to go with? I tried a sample by NVidia by looks like it's not as fast as it should be - I had around 50 FPS with only the terrain on screen so I supposed it was disappointing.

Thank you for your time,
Hasan

PIX and VS11 beta breaks on IDXGISwapChain::Present

09 June 2012 - 08:13 AM

Hello everyone,

I'm running into trouble debugging my application, when i run it, it's fine, but when i use the visual studio graphics debugger or PIX, it breaks on swap chain's present call, with the following error in VS:
"Unhandled exception at 0x6249D61F (d2d1.dll) in HasX11 Engine.exe: 0xC0000005: Access violation reading location 0x00000000."
and PIX gives the following:
"Run-Time Check Failure #0 - The value of ESP was not properly saved across a function call. This is usually a result of calling a function declared with one calling convention with a function pointer declared with a different calling convention."

I'm not sure what is the problem, i'm not using d2d at all, not even included, yet the error is in d2d1.dll, also - when i attach VS11 debugger for PIX it breaks on present too.

I am running windows 8 consumer preview, with visual studio 11 beta, i had directX SDK june 2010 installed, is it causing conflicts? i tried to rename the install directory of the sdk to make sure it's not linking with it (since i realized windows 8 has the libs and headers built in) but with the same result, i dont really feel like uninstalling the dxsdk just to make sure since i lost its installer, could there be something else causing this?
also note that it happens with both dirext3D 11 and 11.1.

Thank you for your time,
Hasan

Environment-interactive animation

28 March 2012 - 09:11 AM

Hello everybody,

First off I'm not really sure if this is the right board but let's hope it is Posted Image

I'm working on animation for my engine, basically i'm planning to make 3 types: normal keyframed animation, skeletal animation (pre-defined frames of bones) and the environment-interactive skeletal animation.
So basically, my API will have a set of functions responsible for moving bones depending on the environment, for example, if there's a wall on the character's right, i can call hxSkeleton::SetBoneChainTarget ( baseRightArmBone, rightHandBone, wallPosition ); so it tries to move all bones between baseRightArmBone and rightHandBone so that rightHandBone touches the "wallPosition", same thing with legs, which can give better results while moving up stairs, for example.
The question is, has this been done before? where can i read more about it? would be better than starting all over from scratch, also is it practical? Is it better than pre-defined frames?

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