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Member Since 28 Feb 2013
Offline Last Active Yesterday, 11:44 AM

Posts I've Made

In Topic: Access constant buffer declared in shader header from code

05 September 2016 - 01:28 AM

You know you have to set the constant buffer and apply it to a slot for the shader? Show that code if you are already doing it.

Thanks, man. I forgot about that. Just added registration and after that I received access to my cbuffer.



What actual error do you get?

Just had no access to my cbuffer. After I did that TeaTreeTim suggested, cbuffer became accessible.

In Topic: Marching cubes on GPU (DirectX)

28 August 2016 - 02:14 PM

Sorry for the late responce.

I found also this implementation on GitHub 



Thanks everyone for help.

In Topic: Logarithmic depth buffer/Infinite far clip plane?

18 June 2016 - 01:00 AM


Is there any changes how I should make my intersection tests with Ray/Bounbox/etc using inverse Depth buffer?

In Topic: Correct implementation of Rotate tool for 3D

17 June 2016 - 04:34 PM

You misunderstood me. Quaternions has nothing to do with my problem, because I am already rotating with Quaternions.

My problem is that object rotation direction is not the same when manipulating it with the help of my rotation tool. 

For example if I look along +Z, then when I grab Z rotation tool and move it down, my object rotates around Z axes down (the same direction as my mouse goes), but when I rotate my camera 180 degrees and will look at the object along -Z and try to do the same as described before, my object will rotate in opposite direction to my mouse movements.


Hope I described my issue clear enough.

In Topic: Correct implementation of Rotate tool for 3D

17 June 2016 - 01:36 PM

Is this the only solution? Or maybe there is more elegant way of solving this problem?