Jump to content

  • Log In with Google      Sign In   
  • Create Account

Interested in a FREE copy of HTML5 game maker Construct 2?

We'll be giving away three Personal Edition licences in next Tuesday's GDNet Direct email newsletter!

Sign up from the right-hand sidebar on our homepage and read Tuesday's newsletter for details!

We're also offering banner ads on our site from just $5! 1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


Member Since 04 Mar 2011
Offline Last Active Nov 20 2014 03:18 PM

Posts I've Made

In Topic: Questions about billboards

03 November 2014 - 09:11 AM

Wow, that soft instancing is amazing. I'm just a dabbler but another possible use could be for calculating Phong vertex normals on a procedural heightfield that is genned in the shader. KIndof like a giant domain shader patch.

In Topic: Questions about billboards

31 October 2014 - 10:15 AM

You know, its funny but it almost seems like with these indices coming in, using traditional vertex and instance buffers is obsolete. With this you can access neighbor information with some index math.

In Topic: Questions about billboards

28 October 2014 - 08:06 AM

Ok, I have a couple of questions regarding spazzarama's example. Let me see if I get this straight.


The vertex buffer is merely the numbers 0, 1, 2 ,3. That's the vertex buffer. spazzarama says its not needed, but then how do we know what vertex we are on?


The instance buffer is a list of indexes into the structured particle buffer, is this also not needed?


Yeah, I'm gonna have to buy the book.

In Topic: Questions about billboards

27 October 2014 - 11:48 AM

Awsome, thanks everyone. Also spazzarama that book looks awesome. C# forever!

In Topic: SharpDX DirectWrite problem

07 August 2014 - 02:26 PM

I think it has to do with which parts of the SDK are being used by what assembly of SharpDX. Sorry I'm not an expert at these things like some of the guys around here. Are you using the latest SharpDX version? They have different assemblies for different platforms, for example, at the time I wrestled with this, I had to stop using the 'normal' DX11 SharpDX assemblies in favor of the 11_1 assemblies, which at the time were brand new. The difference between them is that the newer one calls into newer versions of dlls from the SDK.


In your C++ stuff, maybe linking to the latest dlls happened without your explicit knowledge.