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Tim Coolman

Member Since 27 Mar 2012
Offline Last Active May 24 2013 12:14 PM
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Posts I've Made

In Topic: Drawing many textured quads at once

24 May 2013 - 10:13 AM

Thanks unbird and menohack for your suggestions.The texture atlas may be problematic because these aren't static textures that I can layout into an atlas resource in advance - these textures are first rendered by prior Draw calls and may be redrawn frequently. Basically I am drawing many things to these off-screen textures and then compositing them to the screen as quads, which I would like to do with instancing. I will consider the Texture2DArray suggestion using the largest texture for the dimensions.


In Topic: Drawing many textured quads at once

22 May 2013 - 03:17 PM

Can you break up the larger textures in blocks, such that all texture parts are the same size, using multiple quads to act as one quad visually? 

 

Thanks for the suggestion. It would be possible, but I'm still hoping for a more straightforward solution.


In Topic: Model perspective issue in XNA

07 March 2013 - 09:44 AM

My guess is that the vertex windings are backwards

 

You were right! That line appeared to do the trick. Any idea if there is a way to take care of this on the export from Blender so I don't have to modify the cull mode?


In Topic: Separate input for additional 10-key keypad

07 December 2012 - 02:04 PM

I'll bump this once just because I posted this topic late on a Friday afternoon. Anyone have any ideas on this?

In Topic: Debugging DirectCompute Shader with NVIDIA NSight

30 November 2012 - 03:24 PM

I posted this question to the nVidia developer forum under NSight Visual Studio, and I got this response from a moderator.

Debugging DirectCompute shaders is the similar process as to debugging any other shader. Please take a look at the user's guide, under Graphics Debugger > Shader Debugger.


Simple answer, I just overlooked this assuming compute debugging would be more like CUDA debugging. Followed these instructions and it works great.

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