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Member Since 28 Jan 2013
Offline Last Active May 30 2013 05:32 PM

Posts I've Made

In Topic: [SlimDX] Blending woes.

14 May 2013 - 04:13 PM

Well, this one should have been a no-brainer.


The output from my gbuffer pass had all zeros in the alpha channels.  So when I set the blendstate to alpha on the edge detection shader my gbuffer started outputting completely transparent color.


Here's what it looks like all combined.



In Topic: [D3D11] My quad won't draw.. not sure why

18 February 2013 - 10:35 PM

Don't I do that with this line?


RasterizerStateDescription newStateDescr = new RasterizerStateDescription();
            newStateDescr.CullMode = CullMode.None;
            newStateDescr.FillMode = FillMode.Solid;


Doh, I didn't see that in your code.

In Topic: [D3D11] My quad won't draw.. not sure why

18 February 2013 - 09:41 PM

Try turning off backface culling in the rasterizer in case you're winding the vertices of your quad backwards.


            var rsd = new RasterizerStateDescription()
                CullMode = CullMode.None,
                DepthBias = 0,
                DepthBiasClamp = 0.0f,
                FillMode = FillMode.Solid,
                IsAntialiasedLineEnabled = false,
                IsDepthClipEnabled = false,
                IsFrontCounterclockwise = false,
                IsMultisampleEnabled = true,
                IsScissorEnabled = false,
                SlopeScaledDepthBias = 0.0f

            RasterizerState rs = RasterizerState.FromDescription(device, rsd);
            context.Rasterizer.State = rs;

In Topic: SlimDX and SSAO

18 February 2013 - 07:33 PM

Here's the output from my SSAO shader.  I can't figure out why there's a jagged line in it.



In Topic: DX11 Uber Shading - Lighting

16 February 2013 - 08:45 PM

Yup!  Deferred shading is great for large numbers of light sources of varying magnitudes, sizes and intensities.