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Member Since 05 Aug 2012
Offline Last Active Mar 24 2015 07:38 AM

Topics I've Started

Moiré pattern brick texture tilling

24 February 2015 - 05:07 AM

I have a grid terrain with a brick texture tilled over it, but I'm getting some Moiré patterns when moving the camera around:





Here is the sampler desc:

D3D11_SAMPLER_DESC samplerDesc = {};
samplerDesc.Filter = D3D11_FILTER_ANISOTROPIC;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.MaxAnisotropy = 8;

The texture is a 512x512 .dds file with 10 mipmap levels created with nvidia texture tools on photoshop and it's tilled 64 times so that the bricks looks small. If I decrease the tilling number, the Moiré Effect decreases a little too.

My guess is that I'm repeating the texture too much and therefore causing minification, but the mipmaps should handle this, right?


Init Direct3D (D3D10CreateDeviceAndSawpChain)

01 December 2012 - 01:39 PM

Hello everyone, I'm getting an error when running "Init Direct3D" from Frank Luna's Directx 10 book (CH 4):

Posted Image

I just downloaded the code from http://www.d3dcoder....ook3/PartII.zip, it compiles without errors, but when I start debuging, this error appears Posted Image . What I'm doing wrong?

System info:
win8 x64
gtx 460
dxsdk jun10 (debug layer enabled)

ps: I can post the code here, but it's a bit long, so if you guys prefer this way, just let me know.
Thank you.

C++ vector/matrix size question

09 August 2012 - 09:20 PM

hello everyone, i have a question about the c++ language, so i will start by a example:

void do_something(int v[]);

why i don't need to specify the vector size in the function parameter?
how does the compiler knows the size of it? (i think that it takes from the function call... right?)

another example:

void do_something2(int v[][5]);

ok ok, i don't have to specify the lines size, but i have to specify the columns size... if the compiler can "take automatically" the lines size (as in the first example), why it don't take the columns too?

(sorry for the bad english, it's not my native language)
thank you.

Random glClearColor values

05 August 2012 - 01:17 PM

hello everyone, i'm new to opengl and im having trouble to generate glClearColor random values... if i set it manually, works well but with rand()%256 it not. Whats going on ?

os: ubuntu 12.04
io/window library: sdl

heres my code:

#include <iostream>
#include "SDL/SDL.h"
#include "SDL/SDL_opengl.h"
#include <stdlib.h>
#include <time.h>
using namespace std;
int main()
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_WM_SetCaption("Our first game", NULL);
SDL_SetVideoMode(600, 400, 32, SDL_OPENGL);
glClearColor(255,255,255,255); //rgba
glViewport(0, 0, 600, 400); // top-left bottom-right viewport range
glShadeModel(GL_SMOOTH); // gradient

glMatrixMode(GL_PROJECTION); // 2d
bool isRunning = true;
SDL_Event event;
	case SDL_QUIT:
	isRunning = false;
   if(event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_ESCAPE)
	   isRunning = false;
   if(event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_r)
	glClearColor(rand()%256, rand()%256, rand()%256, 1.0);
return 0;

thank you.