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Member Since 15 Oct 2012
Offline Last Active Jun 14 2016 12:07 AM

Posts I've Made

In Topic: Signal return vector

25 May 2016 - 07:56 AM

Would I be correct in building a 3D rotation matrix based on a light vector length of 1? How would I build this matrix in HLSL? I am already familiar with the float2x2 rotation = {cos, -sin, sin, cos};.

In Topic: Anyone here a self-taught graphics programmer?

22 March 2015 - 11:43 AM

Entering my 5th year of development. I would say Im a mix. I was taught basic principles of programming by several mentors at the company I am at and then I was on my own when it came to DirectX so between tutorials on the web and trial and error I would say I am self taught in D3D11.....That said I am still very wet behind the ears. My graphics work is entry level at best.

In Topic: Procedural texture smoothing

19 March 2015 - 01:41 AM

Mipmap it and sample from a miplevel further down the chain.  E.g you might render to miplevel 0, run GenerateMips, then sample from miplevel 2.  In that case you'd only need to create your texture with 3 miplevels.


I overlooked this one at first....Doesn't mipmapping create lower resolution versions of the same texture? How would that help an already extremely low resolution/large texel size?

In Topic: Procedural texture smoothing

19 March 2015 - 01:34 AM

It is already an 8bit texture. Its how to do the blurring and rounding that I am asking.

In Topic: D3DReflect returns E_NOINTERFACE

18 March 2015 - 03:43 AM

Update....strange. I was missing a file called D3DX11EffectsD.lib in my Debug output folder which i had in other projects. Not sure where it comes from as they don't seem to compile it but anyway....Things are working now.