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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

Martin Perry

Member Since 23 Feb 2012
Offline Last Active Mar 19 2013 05:49 AM
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Posts I've Made

In Topic: Levenberg-Marquardt NN learning

09 March 2013 - 02:00 AM

Derivates should be fine. The same are used in BP and it works.


In Topic: Rain Rendering

09 December 2012 - 11:13 AM

Ok.. thanks... I started to code NVidia approach.... I will be solving "hacky" lighting through deferred rendering, becuase I am goin to render rain as postprocess.

In Topic: Generate contours from image

25 November 2012 - 03:27 AM

I alreday read documentation for contourc. From that, it seems like similar aproach to marching squares. Hovewer, their algorithm doesn´t generate too much nested contours and has less contours for image while maintaining almost same visual as my Marching Squares.

In Topic: Isolines (contours) and image coloring

18 October 2012 - 07:26 AM

I have only contours and its values.. not dataset. Contours are generated from "Marching Squares".. but it doesnt matter, it could be any algorithm.

In Topic: [DX11] Instancing - Vertex Shader linkage error

14 August 2012 - 09:34 AM

Firstly:

+  SemanticName "TEXCOORD"
  SemanticIndex 0
  Format DXGI_FORMAT_R32G32_FLOAT
but in shader you have
float4 viewPos : TEXCOORD0
I'm not sure whether it's alright to expect float4 in shader, when you send only float2.


Semantics goes to VS... viewPos is between VS and PS... that has nothing to do with semantics...

Secondly:

+  SemanticName "TEXCOORD"
  SemanticIndex 1
  Format DXGI_FORMAT_R32G32_FLOAT
  InputSlot 1
  AlignedByteOffset 0
Are you sure byte offset is correct here?


I think, that it is correct.. offset is within input slot.. Or not ?

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