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Member Since 14 Jan 2012
Offline Last Active Oct 13 2013 08:24 AM

Posts I've Made

In Topic: DirectWrite and DirectX 11

12 July 2013 - 10:50 AM

I don't have any answer becouse this is very simple or it's impossible to do it ?

In Topic: DirectWrite and DirectX 11

04 July 2013 - 02:38 PM

any answer ?

In Topic: DirectWrite and DirectX 11

02 July 2013 - 08:54 AM

That library uses another piece of DWrite, a BitmapRenderTarget, to render each glyph to a memory buffer and then packs it into a Direct3D texture atlas using a bin packing algorithm. Then you have a texture atlas with various rendered glyphs, and you have positioning info, so you can just draw quads at those spots with the correct texture coordinates and it all works.

And i want to do that on this method, but i still have a few question, the first is: I can draw text with DirectWrite in other place than winapi message WM_PAINT ? I can do this in render function ? And how i can copy BitmapRenderTarget to Direct3D texture ?

In Topic: DirectWrite and DirectX 11

01 July 2013 - 11:04 AM

Maybe you can investigate this framework:




I personally use it, and it's great!

Yes, i know something about this, but i want to write my library to doing this but i dont know how i can do it. I look at source of this library and i cant understand how it's working

In Topic: LUT texture for procedural terrain textring

07 February 2012 - 10:50 AM

I was definite if D3D9 don't support integer operations the compilator show any error, i tried multibly by 255 ant convert to int but i got bad result, now i know why.

I have last question, i rode this article http://www.gamedev.net/blog/73/entry-1692117-terrain-texturing-explained/ and i saw what data are save to lut texture, on U axis slope, on V axis altitude. This is good solution because i don't must refresh my lut texture when i change terrain geometry. But i don't know how i should save altitude data, range on V axis is 0-1, my heightmap vertex can have any height. How save and read this ? I should do somthing like this:
Pixel Shader:
float height;
float3 B = tex2D(lutsampler, float2(height / LUTTextureHeight, normal.y);
float height;
float3 B = tex2D(lutsampler, float2(height / MaxTerrainHeight, normal.y);
I don't know how i should do this....