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Member Since 07 Oct 2011
Offline Last Active Aug 04 2013 11:20 PM

Topics I've Started

Directx11 and smooth shading ?

04 March 2012 - 02:05 AM

How do you get interpolated normals (Gouraud shading) in the pixel shader in directx11 ? In directx9 you had SetRenderState I think. Now I'm getting flat shading. Thanks !

XNA Math, where is XMINT4 ?

04 February 2012 - 04:39 PM

On msdn there is supposed to be a XMINT4 structure. I need this for a int4 shader variable. I included xnamath.h and there is only XMFLOAT4, XMUBYTE4 and XMSHORT4. Do I miss something ? Sorry for the noob question :)

Thanks !

Does CEGUI work with directx11 ?

04 November 2011 - 05:24 AM

I know there are some directx11 libs included, but I can't make it work :( I installed the SDK for vs, and it crashes with the first line I write :

guirenderer_ = &CEGUI::Direct3D11Renderer::bootstrapSystem(pd3dDevice_,pImmediateContext_);

An unhandled exception that seems to come from a shader creation function. I wasted hours googling in vain now I'm kinda tired. I'm wondering if it wouldn't be simpler to write my own GUI. Is it really just some composite design pattern with events ? It doesn't sound too complex. Or is it ? Just in need of advice from GUI programmers. Has anyone succeeded implementing CEGUI with directx11 ? Thanks.

Memory alignment with xnamath / Directx11

13 October 2011 - 05:32 PM


Just a little problem that I got. Suppose I have.

class foo
float a;
short b;
char c;
Whatever whatever;
XMMATRIX matworld_;
XMMATRIX matProj_;
XMMATRIX matView_;

Now I allocate a foo object on the heap with new. When I try to use any operation on my matrices (e.g. XMMatrixIdentity()), I sometimes have a violation access crash. I'm pretty sure this is because the matrices are not 16 bit aligned, because when I use global variables it works. The only solution I have found to settle this problem (untested though;)) is to use pointers on the matrices or on a struct of all 3 of them and use align_malloc. Is there any better way to do this ?

Thank you,


Getting started with skinning

07 October 2011 - 05:28 PM

I'm making a small 3d game in Directx11 and I would like to implement some skinning.

I'm just wondering if it would be longer to implement the directx 10 sample or make my own. Honnestly, I find the sample a bit messy and incomprehensible. I've never done skinning because I've always used engines like Ogre3D or Esenthel before, but I know the theory (bonematrix * weight * vertex in local coord etc.). I would like to hear your suggestions.

Thank you.