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Juan Camilo Acosta Arango

Member Since 28 Sep 2011
Offline Last Active Mar 18 2014 03:19 PM

Topics I've Started

Stream Out tessellation example

04 July 2013 - 07:27 PM



I am trying to find an example about stream out the tessellated geometry from a base mesh, i only found examples about stream-out for gpu particles, this examples have no base mesh, and i have not found one about this. Can some one point me to an example ?

Wrong vertex displacement direction

27 June 2013 - 06:10 PM



I am implementing displacement over a tessellated surface, but the result is strange because the position of the vectors is tending to go up. Is that normal? i think the new position must follow the normal map.

THis is my code:


float offset = g_DisplacementTxt.SampleLevel(g_samLinear, Out.texCoord, 0).x;

float4 txtNormal = g_NormalTxt.SampleLevel( g_samLinear, Out.texCoord, 0 ) * 2 -1;

position = position + (txtNormal * offset);



Tessellation and render passes... how?

17 April 2013 - 08:28 PM



I want to know wich is the technique to make a render in passes using tessellation, i mean, if i have in my first pass all the logic to tessellate the geometry. Then i add a second pass for ilumination, and this pass will be once per light.


When i render the result i get a horrible overlaped result between the tessellated geometry(first pass) and the not tessellated geometry(second pass).


If i put the tessellation logic in the lighting pass i will tesellate the object once per light, and i think this is not good.


What is the correct way to make render passes and have tessellation?



UV Seams error in tessellation with displacement

25 January 2013 - 02:30 PM



I was working with tessellation and the sample DetaillTessellation provided in the D3D11 Sdk. When i use the shaders in a closed mesh with its corresponding uv map, all well except the parts in where a seam is placed. The image bellow is has a look to the error.




Why is this error and how may i Solve it?


Kind regards

DXGI_FORMAT_R8_UNORM for luminance gives me only red channel

18 January 2013 - 01:29 PM

I am trying to load a texture with the DXGI_FORMAT_R8_UNORM to obtain its luminance version(grayScale), in D3D9 i was used D3DFMT_L8 and the result is okay but in D3D11 i only obtain the red channel, what i am doing wrong?
Rendered Color image: 
Render with DXGI_FORMAT_R8_UNORM(bad!!): 
here is the code:

	D3DX11_IMAGE_INFO* pImgInfo = 0;
	HRESULT imghr = D3DX11GetImageInfoFromFile( L"Tiles.png", NULL, pImgInfo, NULL);
	D3DX11_IMAGE_LOAD_INFO imgLoadInfo;
		imgLoadInfo.Width = D3DX11_DEFAULT;
		imgLoadInfo.Height = D3DX11_DEFAULT;
		imgLoadInfo.Depth = D3DX11_DEFAULT;
		imgLoadInfo.FirstMipLevel = D3DX11_DEFAULT;
		imgLoadInfo.MipLevels = D3DX11_DEFAULT;
		imgLoadInfo.Usage = D3D11_USAGE_DEFAULT;
		imgLoadInfo.BindFlags = D3D11_BIND_SHADER_RESOURCE;
		imgLoadInfo.CpuAccessFlags = 0;
		imgLoadInfo.MiscFlags = 0;
		imgLoadInfo.Format = DXGI_FORMAT_R8_UNORM;
		//imgLoadInfo.Format = DXGI_FORMAT_R16G16B16A16_UNORM;
		imgLoadInfo.Filter = D3DX11_FILTER_NONE;
		imgLoadInfo.MipFilter = D3DX11_DEFAULT;
		imgLoadInfo.pSrcInfo = pImgInfo;

	m_Texture = m_pRenderer11->LoadTexture( L"Tiles.png", &imgLoadInfo  );