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the dodger uk

Member Since 16 Mar 2010
Offline Last Active May 16 2013 01:56 AM

Topics I've Started


13 April 2013 - 11:32 AM

i have been making an engine for a long time now , and now i want to put rain into it , i have seen a lot of tech demos which show you how to do rain , and i understand it .

via geometry shader.


i not want to make the whole enviroment do rain cause that would not be cost effiecent .

and this is my stumbling block at the moment , what the best way to do this

hlsl normalize a float9 ?

25 March 2013 - 03:23 AM

i have a  float  data[9];


i need to normalize this 

but i tryed to do  


data = normalize(data)


which it did not like  , because its an array , 


how would i  code this please 

sorting array of float3s from camera

22 March 2013 - 05:43 PM

i have an array of float3 and camera position


float3  positions[200];


float3 cameraPosition;





what is the best way to sort these from  closest to farthest away 



geometry shader sampling problem?

18 March 2013 - 08:36 AM

i have 2 two types sampling in my geometry shader but i just found out that  its does not work  


SamplerState gPointSample 

    Filter = MIN_MAG_MIP_POINT;
    AddressU = CLAMP;

SamplerState gPointSample 

    Filter   = MIN_MAG_MIP_LINEAR;
    AddressU = CLAMP;



after much checking it apears that  it does not uses linear sampling even if i use the  correct filterstate


is there something im missing 


normal mapping gpu particles ?

15 March 2013 - 03:33 PM

can some one point me in the direction so that i can  use normal  mapping on gpu particles  please