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Member Since 27 Nov 2010
Offline Last Active Jan 27 2015 11:14 PM

Topics I've Started

Determine Shader Model for Compiled Shader Object

06 December 2014 - 04:00 AM

Hey guys,


I am currently trying to automatically load a directory full of compiled shader objects (*.cso) built at compile time by MVS2013. The problem I have is that I seem to be unable to determine if a CSO is a vertex shader or pixel shader by any means other than calling CreateVertexShader and seeing if it fails or not. While this works it is certainly not a desirable solution and it clogs up the output with debug messages and first chance exceptions.


I've been searching around, found out about shader reflection but the documentation on that is far from complete. Does anyone have a nice solution to this? I'd like to avoid particular file naming conventions or directory structures if possible. This seems like a trivial problem and I've probably just overlooked something really simple.



D3D10 Not drawing primitives

05 July 2011 - 04:04 AM

In an attempt to learn Dx10 after becoming competent with XNA i have followed this tutorial: Here. I have completed the coding aspect of the tutorial as far as I am aware however, when executed, no colored triangle is visible. Short of dumping a large section of code here, I can say with some fair confidence that the problem lies in either my effect initialization, or buffer creation because I can still change the background color of the window in real time.

I will post any snippets you ask for but otherwise, any thoughts?

Tangent Space Transform Matrix

27 November 2010 - 07:50 PM

I have a current pixel shader that performs parallax mapping on a texture but only when the texture is facing straight up and is mapped on some polygons of a specific size.

I need to know how to calculate the tangent vector for that polygon. I have searched all over Google and GameDev and have yet to find a solution to my problem that either works or i fully understand.

Can anyone please explain in simple terms what i need and what i need to do and why, most importantly why.