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Rannion

Member Since 01 Feb 2013
Offline Last Active Jan 24 2014 06:46 AM
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Topics I've Started

D3DFMT_R16F format and D3DXFLOAT16

18 October 2013 - 02:41 AM

I ashamed of myself for this post but I'd like to understand what's going on.

 

Here is the problem:

I'm creating a D3DFMT_R16F texture to store -1 to +1 values.

This is working fine and displaying the texture with DirectX texture tools shows what I'm expecting. Also when locking the data I have a pitch of 128 when in actual fact it is 64. First thing I cannot explain...

 

Then I'm trying to load again that texture from file using the directX9 func.

That's where I'm having troubles, I tried many solutions but none worked.

I tried reinterpret_cast<D3DXFLOAT16*>, I tried D3DXFloat16To32Array() and all sorts of things.

I then wrote a piece of code to load the file from myself, not using D3DXCreateTextureFromFile but a simple stream read, and guess what, using the reinterpret_cast worked fine...

 

So I'd like to undderstand what's going on with this file format ? If anyone has got some clues, welcome.

Just to let you know, I have no problem with any other format like L8, R32F, or whatever.

This should be the same as writing to the file anyway so I'm just missing something here.

Thanks for helping.


LOD algorythm for sphere made of a cube. Help needed.

12 September 2013 - 12:23 PM

Hi,

I would really need some help here.

I have a sphere made from a cube so my first lod 0 is 6 patch of 33 verts. The usual stuff.

Now I'm trying to find an algorythm to increase the LOD given a point on the sphere. And this seams really not trivial.

I have tried a  couple of things already but even when looking at the same face of a cube at some points there is irregularities when splitting patches into 4 smaller ones.

The worst is when looking at another face of the cube, the references are changing and it's driving me crazy.

 

So here I am asking if anyone has seen anything about that particular problem or has faced it or any clue about it.

 

Thanks a lot for your comments.


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