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Member Since 08 Sep 2011
Offline Last Active Today, 09:51 AM

Posts I've Made

In Topic: Clarifications on sharing a 2d texture between D3D9Ex and D3D11

Yesterday, 10:46 AM

What is DXGI_FORMAT_A8G8B8R8_UNORM? As far as I can tell, it does not exist. The D3D11 equivalent of D3DFMT_A8R8G8B8 is DXGI_FORMAT_B8G8R8A8_UNORM.

In Topic: [DX12] Updating a descriptor heap using a command list?

11 August 2016 - 04:40 PM

I bet it's like this because of limitations of some hardware (Intel? NVIDIA?)..
It's a pity because it makes things a lot harder then they should be.

In Topic: Transpose World Inverse Transpose?

07 August 2016 - 04:23 AM

What was option 1 supposed to do exactly? The determinant is an output parameter so that stuff you were passing in got discarded anyway.

In Topic: Windows.h Issues Since Visual Studio 2015 Update 3

31 July 2016 - 06:00 AM

InitializeConditionVariable was added with Vista, so it's normal for it to require the minimum target version to be set to that. It's odd that you had to manually set it since the default value is higher than that.
Also, if you have WIN32_LEAN_AND_MEAN or MMNOTIMER defined, windows.h will not include timeapi.h for you.

In Topic: Tessellation On The Gpu

29 July 2016 - 03:11 PM

No, to my knowledge it isn't possible to retrieve geometry generated by a geometry shader. Data generated in a graphics pipeline is purged after completion so keeping changes made by a vertex or a tessellation shader isn't possible either. You'll need to make your changes either using a compute shader or on the CPU.

Of course it's possible, that's exactly what transform feedback (stream output in D3D) does.