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!


Member Since 24 Nov 2010
Offline Last Active Jun 08 2012 08:34 PM

Posts I've Made

In Topic: Shadow map Texture format

06 August 2011 - 09:18 AM

Thanks for the quick replies guys! That's exactly the type of thing I was looking for. I was just wondering, would I not want to pack it into a float4, rather than a float3?

In Topic: Shadow map Texture format

05 August 2011 - 02:34 PM


Did you effectively try to create your map with R32_FLOAT format ?
It seems odd that you can't use this format with DX11 : I use this format for my shadow map with DX10

Here's the HW support for DX11 (the page you mentioned is about DX10 formats, not DX11)


I wasn't able to create a texture with R32_FLOAT, it would give me an error saying that that format was only supported for data buffers at feature level 9_1.

In Topic: Skybox rendering

25 July 2011 - 09:52 AM

Thanks for the reply! I'm still having some trouble getting it to work though.

My skybox cube is 2 units long along each side. My scene is 4096 units long.

If I use the regular depth settings on the viewport when rendering the skybox, I can't see anything except the skybox, which is how it should behave since the geometry is so small.

When I set the depth settings on the viewport to both 1, I can see for a little ways, but my skybox still appears to intersect the scene geometry. I've made sure i'm using the same viewprojection matrix for both the scene and the skybox.

If I increase the scale factor of the world matrix of the skybox to a very high value (1000), I am able to get it to not intersect the geometry. If I have the scale set to 1000, but I set the viewport depth settings back to normal, it will still intersect the scene geometry. So I at least know that settings the depth values to 1 is helping to some degree. Should this be expected? I'd rather not have to worry about setting the scale of the skybox depending on how large the scene is. My understanding is that setting the viewport to always use 1 as the depth value, and LESS_EQUAL as the comparison operator should cause the skybox to never intersect the scene geometry.

In Topic: (KernelBase.dll) Microsoft C++ exception: _com_error at memory location 0x002...

06 March 2011 - 07:59 PM

Ok, I'm guessing it's a driver issue then. I'm on an older laptop with an integrated Intel graphics card. I created a basic application with just a simple window. I got the same exception when I tried to create the d3d device, so I'm pretty sure it isn't my code. I'll just ignore it for now. Thank you, that helped a lot.

In Topic: (KernelBase.dll) Microsoft C++ exception: _com_error at memory location 0x002...

06 March 2011 - 04:15 PM

I don't even know where to look. My program runs properly as far as I know, it just shows those exceptions in the debug output window, so for now I'm just ignoring them. I'm hoping that someone has encountered these errors before and knows what could cause a _com_error.