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Member Since 08 May 2012
Offline Last Active Dec 22 2013 12:07 PM

Topics I've Started

Texture3D Sampling

02 December 2012 - 02:48 AM

Hey guys, I'm using 3D textures on my engine, but one thing I need to do is to get the exact texture coordinate of a pixel.
Like this, my 3D texture is actually several 2D textures. But I am using them like that because they are also used as render target.
But when I use them as resource I need to separate them again. How is the texture coordinates system work? I tried a few times and sometimes I get blended between 2 2D Textures.

Actually, I just changed my code to use Texture2DArray instead. I realized that they don't have a render target limit that could affect me.

WM_INPUT raw mouse input

13 November 2012 - 12:02 AM

NVM, stupid error. LOL

Virtual DirectCompute

08 November 2012 - 09:12 AM

Hey guys, I'm developing a game and one of the features I use is ComputeShader.
I would like to know if there is a way to run Compute shaders on software instead of hardware so I can still run on old hardware that
don't have ComputeShader compatibility.

Windows 8 DirectX Feature Level

26 October 2012 - 05:59 PM

Hey guys, I upgraded to windows 8 and now my code doesn't work anymore. The debugger says that my hardware doesn't support Compute Shaders. But it used to work when I was on windows 7. Does anyone else has the same problem?

Texture Shading

22 October 2012 - 09:01 AM

Hey guys. I'm using DirectX 11 with Shader 4.0 to create a real time terrain.
Since I'm usign Shader4.0 for compatibility purposes I can't use RWTexture2D so I'm usign RWStructuredBuffer.
But the terrain is squared now. I need a way to blend between each of the square but I can't find a good algorithm.