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Member Since 10 Apr 2010
Offline Last Active Jan 19 2015 03:01 AM

Posts I've Made

In Topic: what's the principle behind the shader debugger?

21 October 2014 - 09:11 PM

PIX works by running the shaders in software (reference device) when you break (pause) the execution.


Vendor-specific debuggers could break execution in actual hardware, and copy the shader stack and registers to CPU-accessible memory for the debugger to access.

I think that if i created a virtual machine which is support asm shader code, may be i can replay the pixel shader process

In Topic: how to implement ghost shadow effect like these pictures?

17 September 2014 - 07:38 AM

Save the position and animation from of the player a few times over a fixed interval (such as 3 saves, each 0.3 seconds apart) and draw them each with decreasing alpha (increasing fade-out).



L. Spiro

thank you, i have implement it in ue3 with your method.

i try to use a rendering method, but the camera can't move, so...

In Topic: why unreal engine wait the gpu to finish rendering after every Present?

30 April 2014 - 07:35 AM

It seems to be waiting for an evens that occurred at the beginning of the previous frame.

Whenever you send commands to the GPU, they are actually just being written into a command buffer. The GPU may be executing D3D/GL calls 1,2,3+ frames after the CPU makes those calls.

I would assume that this is there as a hack to ensure that the GPU is only ever 1 frame behind the CPU, and no more than that. It basically seems like a hack to disable tripple buffering or any other kind of excessive buffering hat a driver might automatically be performing. I guess this might help reduce input-to-screen latency on some systems?

void FD3D9EventQuery::IssueEvent()
	if( Query )

void FD3D9EventQuery::WaitForCompletion()
	if( Query )
		UBOOL bRenderingIsFinished = FALSE;
		while ( D3DRHI->GetQueryData(Query,&bRenderingIsFinished,sizeof(bRenderingIsFinished),TRUE) && !bRenderingIsFinished )

In Topic: is there any difference about the order of clear rendertargetview and setrend...

15 April 2014 - 12:30 AM

In D3D10/D3D11 clear works regardless of whether or not you bind the render target, so it doesn't matter which order you do it.


thank you.

In Topic: DX Sample Tutorial07 crached in pix for windows

24 March 2014 - 08:51 PM

my operation system is windows 7 64bit sp1

graphics card : gtx660.