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jajcek

Member Since 13 Aug 2010
Offline Last Active May 18 2013 02:27 AM
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Posts I've Made

In Topic: CComPtr with ID3D11RenderTargetView

28 April 2013 - 11:43 AM

Hey phil_t,

 

Maybe you can copy the value into a temporary stack variable of type ID3D11RenderTargetView* in order to pass it to OMSetRenderTargets (which is expecting an array).

that really worked, thank you, but actually I consider it as a strange workaround.


In Topic: CComPtr with ID3D11RenderTargetView

28 April 2013 - 11:29 AM

Thanks for the reply.

 

I have following code:

 

_result = m_device->CreateRenderTargetView( _backBufferPtr, NULL, &m_renderTargetView );
if( FAILED( _result ) ) {
    OutputDebugString( "Failure at m_device->CreateRenderTargetView function in D3DSettings::initialize." );
    return false;
}
 

but it doesn't print the text "Failure..."

 

after debugging a bit more, I have found out that the runtime error is shown when executing:

OMSetRenderTargets( 1, &m_renderTargetView, m_depthStencilView );

I've checked with debbuger the m_renderTargetView and it is not NULL when achieving this line.


In Topic: Instancing for trees/foliage

11 February 2013 - 02:30 PM

Remove the post, please.


In Topic: Instancing for trees/foliage

10 February 2013 - 02:50 AM

Hey, thank you for your interest.

 

 

Ugh, measure the framerate. Possibly in milliseconds & (less priority) in fps.

My debug says that it's ~70 fps (and frame time is like 0.015 up to 0.02ms), but I cannot believe it... I'm sure the 60 fps make the game very fluent, but still I have feeling that it's not fluent in my game.

 

 

What GPU do you have? (and what CPU btw.)

 

It's GeForce 8800GT 512MB. CPU is Intel Quad Q6600 2.4 GHz.

 

 

I assume you pass the worldViewProj matrix, instead of passing the 3 matrices and concatenating them in the shader)

 

I pass to shader 3 matrices separately.


In Topic: Instancing for trees/foliage

09 February 2013 - 04:52 PM

Uhm, well...

 

a. Just that feeling while moving mouse and it doesn't give you the fluency (lol).

b. Hmm, before I have posted the question I thought my tree has around 300 vertices that's why I was wondering why the game is not fluent with 300 trees, but actually it has 2800... I don't know how could I overlook this.

c. I don't think it's heavy. I calculate there instance data like position, scale and rotation + multiplying it by the primary matrices (world, view, projection).

d. Alpha blend with black&white map.

e. No.

f. What is that? I am passing depth to the pixel shader in order to calculate fog.

g. No shadows yet. Don't even know what the cascades are.

 

Sorry for the irritating questions/sentences, I am a beginner in game dev.


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