Jump to content

  • Log In with Google      Sign In   
  • Create Account

FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


jerrycao_1985

Member Since 18 Sep 2012
Offline Last Active Aug 05 2014 06:32 AM

Posts I've Made

In Topic: What does D3DCREATE_SOFTWARE_VERTEXPROCESSING mean?

29 January 2014 - 01:06 AM

Thanks for all of the answers, they are very helpful.


In Topic: Perspective division in Vertex Shader? Is it allowed?

01 January 2014 - 08:58 PM

Thanks guys.

 

I think there are two issues if perspective division is done in vs.

 

 1. Since some points could be behind the eye, which means that the w component in clip space is negative. The output of Vertex shader is supposed to be in clip space. Of course you can do perspective division in VS and mathematically doing perspective division twice won't hurt anything. However, w will be 1 if perspective divide is done in VS. With w equaling to 1, the hardware is unable to reject any point behind the eye which will lead to wrong result of rasterization.

 2. Since w component of vertex output is used to interpolate attribute, you can't change it arbitrarily. Or there will be wrong attribute interpolation, in other words, perspective correction won't work for attribute.


In Topic: How does depth bias work in DX10 ?

27 August 2013 - 12:07 AM

It's weird.

 

1. The vertex with the maximum depth value in a primitive may be far away from the pixel to be shaded. It may be even outside the render target.

2. r is a integer , 23 , 10 or 52 , whatever. How does it relate to the maximum depth value in a primitive ?


In Topic: how is the depth range changed between NDC and depth buffer

31 May 2013 - 09:57 AM

according to the document of glDepthRange 

It's during transformation between NDC and window coordinate , much earlier than fragment processing.


In Topic: How to get driver version in DX11

23 March 2013 - 09:18 PM

Why do you need a driver version, ever since DX10 there are no more caps bits to check and if the device returns it supports a particular feature level it has to implement all of the intended functionality of that feature level.

 

You can ofcourse interogate windows which version is running but D3D will not give you anything more then a feature level in D3D11.

I think that is exactly what I want.

If there is no driver version query , there must be a reason , it's acceptable to me too.

 

Thanks


PARTNERS