Derivates should be fine. The same are used in BP and it works.
- Viewing Profile: Posts: Martin Perry
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
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In Topic: Levenberg-Marquardt NN learning
09 March 2013 - 02:00 AM
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_FLOATbut in shader you havefloat4 viewPos : TEXCOORD0I'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 0Are you sure byte offset is correct here?
I think, that it is correct.. offset is within input slot.. Or not ?
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