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Member Since 08 Feb 2013
Offline Last Active May 12 2015 12:13 PM

Posts I've Made

In Topic: Lossless compression usage

06 April 2015 - 12:55 PM

I created a C++ lossless bit compression stream a couple of years back as a quick prototype. 

It's something I might use later for a game I'm making?

It probably needs to be RLE before the actual packing; maybe something to add another day?



In Topic: Unused param

06 April 2015 - 12:40 PM

With VC++ I use the macro UNREFERENCED_PARAMETER(x).


I've just had a quick peek and it's defined as the following.

#define UNREFERENCED_PARAMETER(P)          (P)

In Topic: A sampled float value in a Texture2D is unexpectedly 1.0 higher.

29 March 2014 - 02:57 AM

Hi Jason,  Thank you for the reply.

Yes I believe blending was off..


D3D11_BLEND_DESC desc;
::ZeroMemory(&desc, sizeof(D3D11_BLEND_DESC));
desc.RenderTarget[0].BlendEnable = FALSE;




In Topic: Issue with Visual Studio 2012 Graphics Debuging

14 April 2013 - 09:59 AM

If your seeing a variable show as a NaN double check that it's really is being *used* within the shader.

If your seeing a variable show as 0.000000000 check that it's going to be accessed within your shader, i.e. it may be in an 'if' that won't be entered?


The compiler could be optimizing those variables out.  Assuming this is the issue you've described?

In Topic: Constant buffer not working

09 February 2013 - 04:55 AM

I read somewhere the other day that you have to use XMMatrixTranspose() in DX11 otherwise you'll get NaN in the pixel shader.