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Member Since 30 Jun 2010
Offline Last Active May 14 2013 11:06 AM

Topics I've Started

early return from GPU does not speed up process ?

14 May 2013 - 08:47 AM

i am doing shader work  in the geometry shader  a particle system and thought that doing a check at the beginning and doing an early return  then it would speed up the whole  project .

i found that no speed improvement was made.


i even tryed doing  a modular test so it would return every time apart from the 1000 particle , it still made no difference 


what can i do  for early return so that it will speed up the process ?

tessellation shader crash

23 May 2012 - 07:03 PM

im trying to place tessellation into my project.
i am using a lab project, the project it self works perfectly

so i copyed in the correct shader and relative c++ code. i also converted my project from dx10 to dx11

the project it self work perfectly until i activate a model with a tessellation shader , at this point the grafix driver crashes.
the lab project does not crash.

i cant put code here becuase there is simply too much code Posted Image

i was wondering if any one has come across this problem, a friend said he had the problem but it was about 6 months ago and he cannot remember what it was

i was wondering if any one any might have an idea?

oh and have double checked that i am doing

for tesselation and
g_pd3dContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
for normal models

done some more tests and it apears it crahes when the swap chain presents the backbuffer , i cant tell what is the final back buffer though to see if its valid or not

visual studio choppy fps

22 March 2012 - 03:16 PM

i have a project , a 3rd year final year project .

if i run it inside visual studio , the fps can go to 350 , down to 50 , up to 100 , down to 145, up to 450 ect in the space of about 5 seconds

there is nothing happening in these seconds apart from updating stationary objects and rendering them

if i copy the debug exe into the project and run that , the frame rate is steady 450fps , with no blipping

if i run the analyser, the fps also stays steady ,

can any one think what in visual studio is doing this ?

weird bottleneck problem , that cant find the answer too

12 March 2012 - 04:28 PM

Attached File  report.PNG   85.64KB   49 downloads

this is the analized report from when i run my project ,

Attached File  report1.PNG   116.47KB   45 downloads
this is another one form the same project

in the second picture , as can bee seen about 87% of the work is done by "unknown frames", and if i look in the _tmainCRTStartup, it has all my code for looping , rendering , management ect , all my code

at the moment its running at about 90 frames a seconds , thats only drawing about 10 models of simple meshes and some text
its not my part of the code thats making it run so bad but its what the unknownframes is doing thats making it so bad .

i was wondering if any one has any idea whats causing this , or how i have setup my project to be like this ?

frank luna water rotation

04 March 2012 - 08:24 AM

i was look at frank lunas water , and how it works ,
i see that it changes direction , in the scene but i cant find the line of code that does this

i want to remove it so the eater allways goes one way or a way i want it to go.

does any one know please .

i figure this is a good stepping stone to do my own water shader / render method