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GeneralMeliante

Member Since 09 Oct 2012
Offline Last Active Feb 14 2013 06:08 PM

Posts I've Made

In Topic: D3D11 integration with MFC

23 January 2013 - 09:12 AM

Hi Jason Z!

 

I actually looked on the Hieroglyph 3 repository and managed to put the MFCwithD3D11 to compile (it needed to be made a solution that really had the .cpp and another configuration necessary) and made it open but it only creates the 3 windows wasn't it suppose to draw a cube in each one of those windows?

 

Thank you very much i did find the examples on the Hieroglyph 3 really interesting but by now i only need to learn how to get my already done D3D11 program go to the view window on MFC.

 

Thanks!


In Topic: D3D11 integration with MFC

22 January 2013 - 09:02 AM

Hi, thank you for your response but i actually did an extensive search on google e got nothing really helpful since i`m looking for MFC with D3D11, there is quite a lot on D9 and as i was told it is not adequate to use it.

 

Could you please provide me with any of your tutorials findings?

 

thank you very much!


In Topic: Attributing linear color variation on shader

09 January 2013 - 08:50 AM

I guess i forgot to make the question itself.

 

I would like to get the same effect as the one taking from a pre made base texture by providing in real time the range of colors.

 

Thank you guys very much for any input!


In Topic: Grid tessellation size limit

05 November 2012 - 11:49 AM

Ok, keeping up with the idea of making less vertex and compensating it with tessellation there was the bug, but i managed to pin point the problem, it'`s something with the density based algorithm without it works perfectly, so by that i made the texture be something like a 72 x 83 and added a 20x tessellation and i get pretty good geometry except in regions of holes that the tessellation tries making more triangles based on the base text but a few parts of it are clipped after.
so look at the little spikes that appeared is there a way to make this better?

https://dl.dropbox.com/u/51198194/Trabalho/spikes.PNG

In Topic: Grid tessellation size limit

31 October 2012 - 07:33 AM

Hi Nik02, well i did try to make but what happens now, after the modification to DWORD from WORD is that the tessellation bugs the visual creating little holes between triangles its very weird.
So i couldn't make the variation of using less cpu by dividing it size and tessellation gpu because of the problem above. the image below demonstrate the issue:
Using a 180 value for height and width with 8 tessellation only to see the bugged effect:

solid:
https://dl.dropbox.com/u/51198194/Trabalho/dividedby64solid.PNG
wireframe:
https://dl.dropbox.com/u/51198194/Trabalho/dividedby64wireframe.PNG

And for a 1653x1440 without tessellation it takes a lot of time to load and gets a really bad fps, shouldn't it get higher values when not looking to all the cylinder? how can i improve on this two subjects, load time and fps rate?

solid tube:
https://dl.dropbox.com/u/51198194/Trabalho/Tubesolid.PNG
wireframe:
https://dl.dropbox.com/u/51198194/Trabalho/TubeWireframe.PNG

Thanks, sorry for late response, thank you very much for your attention!

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