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KaiserJohan

Member Since 08 Apr 2011
Offline Last Active Yesterday, 11:44 AM

Posts I've Made

In Topic: How to use a big constant buffer in DirectX 11.1?

11 September 2016 - 07:51 AM

Just curious, in which scenarios or stages in the rendering pipeline would it be preferable to use a large CB over several smaller ones?


In Topic: Mesh/Material color contribution to shading

29 August 2016 - 08:20 AM

1. You should normally not use mesh colors in a lit environment (unless these colors are the material colors, which AFAIK never happen). You can use them in an unlit environment, like for example in a modeler, or a simple viewer. It's always good to provide them for displaying a model easily and quickly. Colors might also have another goal, for example for doing face selection.

 

2. Unless these textures are dealing about materials (mainly PBR oriented textures, that is BRDF and friends), you should not. You will generally blend the mesh diffuse material with the diffuse texture.

 

Most commonly, what you will find on the internet will not be physically oriented. That is, you will have to deal with ambient, diffuse, specular and shininess materials, and generally a single diffuse texture.

 

When you speak of diffuse material vs diffuse texture, I suppose they are not interchangeable? What is the difference between them?


In Topic: Some HDR, tonemapping and bloom questions

29 August 2016 - 03:26 AM

Great answers!

 

Right now I use DXGI_FORMAT_R16G16B16A16_UNORM for my "light accumulation" or HDR-buffer. I guess then I should use DXGI_FORMAT_R16G16B16A16_FLOAT instead?

 

Right now I perform my gamma-correction by simply doing a fullscreen pass and rendering the DXGI_FORMAT_R16G16B16A16_UNORM texture into the DXGI_FORMAT_R8G8B8A8_UNORM_SRGB backbuffer texel-by-texel. I guess this works fine since both are in the [0, 1] range. Do these tonemapping alghorithms (like Reinhard) also bring the values > 1.0 into the [0,1] range or is it "just about averaging/smoothing the light intensity"? i.e will I possibly end up with > 1.0 values after tonemapping? :)

 

EDIT: also, what happens when you write > 1.0 valus into a UNORM texture? I assume they jsut get clamped to 1.0?

 

EDIT2: another question, I suppose FXAA is to be applied AFTER tonemapping? and bloom BEFORE tonemapping?


In Topic: Assimp and Skinning transforms

18 August 2016 - 04:14 PM

Alright, I've pretty much solved it I believe, just a few finishing touches.

 

If it helps anyone, I re-arranged assimps bone hierarchy into a custom parent-before-child container and forgot to map assimp bone indices to these (re-arranged) bone indices and thus the vertices picked the wrong bone transforms in the shader.

 

As a starter, try replacing all the bone transforms with identity matrices and make sure it renders correctly.

 

Also try a tool like assimps modelviewer (http://www.open3mod.com/) to inspect the node/bone hierarchy and compare it to yours.


In Topic: Graphic/ HLSL debugger in VS 2013 community.....

15 August 2016 - 03:01 AM

Have you tried VS 2015 community edition? It seemed alot more robust in general when I tried it compared to the earlier version.

 

Still dosn't beat RenderDoc though which imo is better in every way to the built-in VS graphics debugger :P


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