Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


db123

Member Since 10 Apr 2010
Offline Last Active Apr 14 2015 03:48 AM

Posts I've Made

In Topic: what the detail of lightmap?

14 April 2015 - 03:49 AM

 


is it save light info to one texture for a level?

This is often the case. The environment is often unwrapped on one or more textures. The environmap-geometry needs therefor an additional set of uv-coords and an association to the right lightmap. When rendering, you sample the lightmap like any other texture and use the information to simulate one or more lights. The most simplest way to render a lightmap is just to mulitply the light data with the underlying texture.

 

so i need save the uv information for every objects, when i render this object, i can use this uv to find the light info in that texture?


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 )
	{
		Query->Issue(D3DISSUE_END);
	}
}

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.


PARTNERS