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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

rain

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


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