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Member Since 12 Mar 2012
Offline Last Active Jun 18 2012 07:42 AM

Topics I've Started

Animate to SwapChain or RenderTargets

07 June 2012 - 07:32 AM

I want to animate some synthetic video bits to fullscreen w/o tearing at a precise vertical HZ frequency. Can I set up D3D 9/10/11 in exclusive mode, and have it present a series of buffers that I'm writing to? I know how to copy system memory bits into a texture, then draw that texture as a fullscreen quad, but it seems like overkill. Why should I use the triangle rasterizer when I want to do something so simple?

I don't know what i'm doing, but all I want to do is set up a long (4-8 buffer) swapchain and set the bits of the back buffer that is about to be displayed. Or, I want to allocate 4-8 RenderTargets, and on each frame, copy the bits from system memory to the RenderTarget, then somehow, get that RenderTarget to display on the screen. I realize a RenderTarget is normally used to draw to as a pre-step then use it as a texture in a successive step.

Whatever the case, i want to blast system memory bits into "something that is about to be displayed next" and have D3D drawing one thing while I'm blasting bits to the next thing. I don't know why I should have to use the triangle rasterizer with so simple a task. I've never seen or heard about anybody doing this, but it seems it should be so dead simple!

thanks in advance...

Can I calculate 3 shadow maps at once in HLSL?

15 March 2012 - 10:23 AM

I need to calculate shadow maps for 3 lights at once. Instead of using 3 shadow maps, I'd like to calculate all of them in one pass, using one shadow map, each light stuffing it's depth value into a single R, G, or B channel. I know, this gives me only 256 bits of precision per channel. Is this even possible?