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rtclawson

Member Since 16 Jan 2013
Offline Last Active Oct 22 2013 10:58 AM

Posts I've Made

In Topic: Calculating gradients during fast third order interpolation

24 April 2013 - 12:08 PM

Someone can correct me, but I don't believe it is possible to compute the high quality gradients without doing more texture samples. I think what is being said in the article is that the same procedure for calculating the pixel value can be used to calculate the gradients, but they are separate processes. Under this model, there are 8 texture samples for the pixel value, and 8 samples each for the 3 cardinal directions. An extra 24 texture samples isn't as great as I would have hoped, but the gradient does look better than when it is computed using central differencing.


In Topic: Calculating gradients during fast third order interpolation

24 April 2013 - 12:05 PM

Someone can correct me, but I don't believe it is possible to compute the high quality gradients without doing more texture samples. I think what is being said in the article is that the same procedure for calculating the pixel value can be used to calculate the gradients, but they are separate processes. Under this model, there are 8 texture samples for the pixel value, and 8 samples each for the 3 cardinal directions. An extra 24 texture samples isn't as great as I would have hoped, but the gradient does look better than when it is computed using central differencing.


In Topic: Difference between Renderform and Windows Form?

30 January 2013 - 03:27 PM

I found the error. I was changing the size of the window after I initialized the swap chain/viewport etc. Sometimes I wonder...


In Topic: Difference between Renderform and Windows Form?

30 January 2013 - 02:46 PM

So, I am not actually drawing the text. It is part of the Visual Studio debugging framework. My code is as bare bones as you can get. I am basically doing what you would find on the SlimDX tutorial for drawing a triangle, except I am not using the RenderForm class. This is what gives me my suspicion that that difference is the cause of the problem. One thing to point out also is the pixelated triangle. It just seems like something is wrong, but I don't have the background in graphics to tell you what it is.


In Topic: Losing triangles between VertexShader and OutputMerger

29 January 2013 - 11:56 AM

I found the issue. The code I posted I had pulled from various parts of my framework. As it turns out, in my framework, I was creating a new RenderTargetView every frame. Sheesh...


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