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jkristia

Member Since 14 Oct 2012
Offline Last Active Sep 05 2014 08:40 AM

#5097619 problem with basinc light

Posted by jkristia on 29 September 2013 - 09:44 AM

hmm, if I instead of transforming the vertices into world space at the time of creating the geometry, keep it in local space and then let the vertex shader do the transformation, then it seems to work.

 

I don't understand this.

 

If I calculate a normal from a triangle by doing

 

vector0 = normalized(Vertex0 - Vertex1)

vector1 = normalized(Vertex0 - Vertex2)

N = cross(vector0, vector1)

 

Then why does it matter if the vertices are in local space or world space, as long as I only apply a translate, e.g. offset the x value by a given amount. The normal should still be the same - shouldn't it ?




#5094817 VS2012 debugging DirectX

Posted by jkristia on 17 September 2013 - 07:34 PM

I see people refer to PIX if you need to debug your shader code, but it seems like it is no longer available, and instead you have to use the debugger integrated in VS2012.

 

So - I tried to run the graphics debugger from VS2012, but all I see is an empty view with the frame count and elapsed time.

 

emptyview.png

 

If I take some snapshots, then I do see the correct events, and I do the see mesh in the pipeline preview.

But, when I attempt to debug the shader code I only see assembly code, not the C code. I have the debug mode set to mixed mode, but only difference is that I now get a warning that no symbols could be found at startup.

 

Any idea if I'm missing some setting ?

 

Edit: Is there any other tool to use if I want to debug the shader code?




#5093788 how to write to constant buffer?

Posted by jkristia on 13 September 2013 - 09:28 AM

someone pointed me to this link

http://msdn.microsoft.com/en-us/library/windows/desktop/bb509581(v=vs.85).aspx

I think this is the info I am looking for. I will test it out later.




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