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Member Since 21 Jan 2013
Offline Last Active Jul 23 2016 09:57 AM

Posts I've Made

In Topic: Deferred context rendering

23 July 2016 - 10:01 AM

As far as breaking it up into smaller tasks, I am currently doing 6 textures at once. I can break up the 6 into 6 different tasks, which could cause the "jerk" to be almost unnoticeable. This of course would simply take away the symptom; I want to try it using deferred context rendering. If what I am trying to do won't work with DX11, then I can deal with the symptom, but what Microsoft seems to imply is that I can...... I just can't seem to get it right.

In Topic: Deferred context rendering

23 July 2016 - 08:04 AM

Hodgeman: would I be able to run a parallel thread on the GPU? If I did the procedural generation on the GPU, I would have to write a very complex shader to do that.


As for the other questions (everyone), I'll have to wait till I get home to give you specifics on resource creation flags and so on...... I'll post those later.

In Topic: Deferred context rendering

18 July 2016 - 11:29 AM

The "jerk" is barely noticeable on my machine, but the game is in its infancy, so the more I add, the more noticeable it will become.

I'm generating an entire solar system during game play. Each planet is generated one at a time. The initial texture resolution is 256x256, but when the player gets within orbit range, the program will begin generating a 1024x1024 texture for each face of the cubesphere (yes using a spherified cube for planets). That means there are 6 1024x1024 images being generated for that planet.

Not to be too picky (because you did help me think of something), but I didn't see anything about deferred context rendering..... Do you know how to do it right? Or do you have any place I can look (besides Microsoft) for help?

In Topic: Deferred context rendering

14 July 2016 - 08:06 AM

BUMP........ Does no one have an answer?

In Topic: Procedural star shader

07 July 2016 - 06:24 PM

For a good source try ESO.


This is a panoramic view of the Milky Way galaxy (use a sky sphere to render)


If you want to make your own, just look at how the real thing looks and make an image with random noise and use some filters to generate what you want.