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Member Since 17 Mar 2013
Offline Last Active Jul 07 2015 10:18 AM

Posts I've Made

In Topic: CS write to Texture

01 July 2015 - 09:14 AM

Oh fu** ... sorry guys. I was calling the dispatch(8, 8, 0) instead of (8, 8, 1)

DirectX gives me millions of warnings for each pice of shit, why not in this case.. this took me the whole day..

In Topic: "Fade" - interpolation of a ViewMatrix

30 June 2015 - 10:17 AM

Yes I have the Position (vec) and Rotation (quaternion) available but its also not easy to "fade" them synchronous. I think what I want is called WeightedAverage Interpolation:



or here



Of course breaking this down on a easy-to-use "ApprochMatrix" function would be ideal, because this can be used also for other cool stuff.

In Topic: Best technique for lighting

28 June 2015 - 08:39 AM

I'll answer the question about rendering to specific slices of your texture array.  Yes, that is how you would do it.  You just need to set up a depth stencil view to each slice you want to render to, then set that to the output merger (OMSetRenderTargets) for writing out your shadow maps.  After you're done with all of them (and have unbound them) set the entire thing with one shader resource view that can access the entire array.

See here for the depth stencil description to use:  https://msdn.microsoft.com/en-us/library/windows/desktop/ff476239(v=vs.85).aspx

Hey thats cool. Would there be also a way to render multible ShadowMaps at once? Maybe using Geometry shader and MRT's?


Does anyone else have a  suggestion to my idea about the projection using compute shader?

In Topic: Best technique for lighting

25 June 2015 - 01:05 AM

At first thank you for your answers. Lets split it into two different problems:


Shadow Mapping:

I think the problem with the Tiled approach would be that I also have a Projection Texture AND Shadowmap. Finally I'm not sure about the maximum Texture Array size. Next question would be, is it possible to render the shadowmap directly into the array on a specific slice or to I have to copy the single shadowmaps into the array?


Shading/Texture Projection

As I mentioned before, the current approach to render the projection (by drawing a frustum mesh) isn't really an optimal solution, because it waste a lot of GPU power. Please have a look on the attached Images. The first one shows a current approach and the second would be perfect, but I don't know how.

Attached File  Culling_Current.jpg   90.12KB   0 downloads

Attached File  Culling_Optimal.jpg   48.18KB   0 downloads


I also thought about an another approach for texture projection, please let me know what you think:
In a computeshader just use the shadowmap to reconstruct a worldPos, Project it back to Screenspace to figure out GBuffer coords and finally do the shading. But I think the problem here will be the undersamping/interpolation, because of fixed size of the shadowmap.



In Topic: DX9 Getting a Video on Texture

09 August 2013 - 07:41 AM

I have downloaded the Platform SDK for win7 but cannot find this sample.. Or is there maybe an easier solution as with DirectShow?