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StanIAm

Member Since 09 Aug 2012
Offline Last Active Today, 01:42 PM

#5180233 Sample VPLs in Compute Shader

Posted by StanIAm on 14 September 2014 - 07:19 AM

Got it, the init UAV Buffer size was to small, now it works :)




#5172515 Draw Textures as Lightflares

Posted by StanIAm on 09 August 2014 - 05:07 PM

Hey guys Iam just wondering how to draw lightflare textures in a shader to the brightest specularreflection points. I think they are called anamorhic lightflares, something like that : http://img718.imageshack.us/img718/4577/screenshot0816.jpg

 

Iam not sure if it is done by just doing it like a bloom shader and just increase the number of samples in the horizontal way....I also saw people doing it with lightflare textures, positioning it to the brightest points of the image but how to do that within a shader ??

Thank you




#4972279 Save shader as ID3D10Blob Pointer

Posted by StanIAm on 22 August 2012 - 11:27 AM

Hey ya , I have a question about shaders in Direct3D.
I made some programms for reandering with shaders ( its basic but...) and now I think about the performance of that.
I say in some Engine like CryEngine that the Shaders are saved binary and had the following idea.

When you want to compile a shader , this is saved in a ID3D10Blob Pointer, so we compile that file and have the shader as a Blob Pointer.Can I save the shader binary (The compiled shader as a blob poiinter ) and read that easy to a ID3D10Blob pointer in my application ??
This would be faster, because 1. the shader is loaded binary and 2. you have not to compile that stuff.

Can I do this ??


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