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Member Since 26 Jul 2011
Offline Last Active May 29 2014 11:46 PM

Posts I've Made

In Topic: Question about post-processing

31 March 2014 - 12:33 AM

It is a common way to utilize lower resolution render targets for post-processing, and it looks like you utilize it too for rendering your glow effect.

I think you just forgot to up-scale the glow effect render target when blending both images.

Thanks for your reply and sorry for my poor english.

My problem is that a glowed object may be sounded with another without glowed object.In my screen shot,I rendered one object two time, one with glow effect and one not, and the right result should be the  glowed object sounded by the without-glowed object, but as you can see, the glowed effect covered the without-glowed object,I don't know how to make it.

In Topic: Need HELP!Question about Post processing.

21 March 2014 - 03:25 AM

But generally post-processing, as the name implies is a post processing effect that works on images. Generally it is not geometry aware.


I can't think of one post-processing effect of the top of my head that I wouldn't want to either apply on the full scene, or apply it on a full scene but using a stencil mask.


Maybe if you tell us how you want your scene to look with one object not rendered with post-processing and the rest with we can get a better idea of what you are trying to do.


But in the meanwhile, what happens if you render your scene sans the problematic object, do post processing, render the full screen quad to the screen without Z-write and without clearing your depth buffer and back buffer you render your problematic object?


I have a scene and several people in my scene.

People can release some skills.

I want the post processing effect only work with skills!

In Topic: Need HELP!Question about Post processing.

21 March 2014 - 03:18 AM

There are different ways to go.

1. use the stencil buffer to mask objects (eg only masked objects will be touched by the post-processing.

2. use different passes: renderObjectsOfTypeA => postProcessing => renderObjectsOfTypeB

3. use different render targets: renderObjectOfTypeA to renderTarget1 and renderTarget2, renderObjectOfTypeB to renderTarget1 only, do postprocesssing on renderTarget2 only


You need to check, which way is the best for your issue.

I'm using the 3rd way currently.Could you give me more detail?I do I mix these two rendertarget?

In Topic: NEED HELP!create_async() failed problem!

22 January 2014 - 01:59 AM

Exactly in which line was the break point triggered? I assume it was triggered because an assert failed? Which assert failed?

Triggered in this line 

mDeviceResources->GetD2DDeviceContext()->CreateBitmapFromWicBitmap(wicFormatConverter.Get(), BitmapProperties(PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED), static_cast<float>(DpiX), static_cast<float>(DpiY)), &mBitmap);

In Topic: Need help!My skinned mesh work incorrectly in ARM device(Surface RT)

28 November 2013 - 12:59 AM


Thanks for your reply.And I have tried your method.But it's wrong.


Damn. Apparently the SurfaceRT isn't even (necessarily) big endian so I guess that advice would never have worked! 


I tested my program with other model files.And found that not every model have this issue.