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BuraCULa

Member Since 29 Jul 2010
Offline Last Active May 29 2013 01:29 AM

Posts I've Made

In Topic: A8_UNORM Texture sampling problem

28 April 2012 - 05:18 PM

Hmm. So it seems i need to change my format to L8 and it is gonna be loaded as R8. Thank you. Posted Image

In Topic: Texture2D load problem in CS

17 March 2012 - 06:26 AM

Yes i didn't know i have to unset it before bounding it to CS.Now it is working well.Thank you MJP Posted Image

In Topic: RWTexture2D problem with half4

16 March 2012 - 03:03 AM

I am trying to create a output texture for compute shader and copy this texture to render target after CS finished working.Actually I am just trying to start working on deferred shading. Does that conversion cause a performance penalty ? Because my hw doesn't support 128 bit textures for render targets and so i can't create swap chain with R32G32B32A32 etc.

--Edit--

After some researches i got some informations like half is not so important and 32 bits surfaces are pretty enough for deferred shading techniques.So i should look for some packing algorithms like this http://aras-p.info/texts/CompactNormalStorage.html.
Thanks for your reply MJP.

In Topic: Heap corruption in std::list

11 December 2010 - 04:16 AM

i am not spending my time to solve their problem.I try to find the mistake because i am sure one day, also i will face with that problm for my own work.

In Topic: Heap corruption in std::list

11 December 2010 - 03:48 AM

typedef struct DUGUM {
int Case[3][3];
float estimated;
float current;

struct DUGUM * children;
int childrenCount;

struct DUGUM * parent;
}DUGUM,*PDUGUM;

this is the DUGUM struct.I am trying to use a* algorithm to solve 8 puzzle problem.Infact my c++ code works fine with directx and can find the solution but i writed this code for my friends,they dont know classes and c++.This is a homework :)

case[][] member of struct stores the current positions of the tiles.In memcmp call it looks if the current positons of tiles are same with the goal node.

1 2 3
0 5 6
4 7 8(current)

1 2 3
8 0 4
7 6 5(goal)

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