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Member Since 23 Jun 2010
Offline Last Active Feb 04 2015 09:32 PM

Posts I've Made

In Topic: what's the mean in func [OMSetBlendState] SampleMask

15 September 2013 - 01:07 AM

Lets say you're rendering to a texture with 4x multisampling, which means you have 4 samples per pixel. That mask controls whether the GPU is allowed to write to each of those 4 samples. So for instance lets say you passed a value of 0x7. That integer has a value of 1 for bit 0, 1 for bit 1, 1 for bit 2. and 0 for bit 3. This means that the GPU would never write to the 4th sample in the texture, it only write to the first 3.

So if i don't use msaa(otherwise , mass count =1),and i use sample mask:0xfffffffe or 0x0, the render target will never be drawn by GPU?

this seems strange, if i use 4x MSAA, what reason make me use just sample first 3?

In Topic: if i use a texture, dx10 will automatically illuminate it?

11 April 2011 - 09:09 AM

thanks a lot, now i know more about light.Posted Image

In Topic: i'm confusing with with dx11 shader

11 April 2011 - 01:48 AM

[float] \ b
[float] / 0 <----- matrix View 4[float]x4[float]
[float] \ b
[float] / 1
[float] \ b
[float] / 2

look the pic, if i use view to fill b0, obviously it even occupy not b0 and b1,b2, the space still not enough...

In Topic: i'm confusing with with dx11 shader

11 April 2011 - 01:39 AM

A float is 32 bits wide and 4x32 == 128, so you thought correctly.

but a Matrix could be 128*4 , am i right?
so how can you set a container which only can hold 4 floats to store a matrix which cap is 4X4 floats?

plz~ :)

In Topic: How to write a software pipeline?

29 March 2011 - 09:36 PM

ok, i got that, thanks a lot!