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Member Since 17 Mar 2013
Offline Last Active May 23 2016 08:21 AM

Posts I've Made

In Topic: DirectCompute and Multi-GPU

23 May 2016 - 05:24 AM

mhh this is really frustrating, because I am bound to slimdx and there is no dx12. But the strange thing is, that its already possible for PhysX to move this to the second card and I don't think that PhysX is moving all the data back to CPU.

In Topic: Fluid - Spatial Grid

20 May 2016 - 04:18 AM

Hi _void_


thank you for your answer. I got it working like you suggested and its workling like a charm. BUT the problem I have now is the Grid-Size. I need to cover an 3D area of about 200x200x20m (and bigger) and to be fast enough I need a cell size of 10cm. In that case my lookup table (where I store the first and last Index of my sorted IndexList), would be about 6GB. Of course only 2% of cells would be filled so a lot of wasted storeage. I know DX12 comes with VolumeTiledRessouces, but I need to stay on DX11. Any idea?




In Topic: Fluid - Spatial Grid

16 May 2016 - 09:38 AM

Sorry I am not that math pro, but I need to get it work for vector 3 positions and 32bit indices. I would appreciate any code examples ;)

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.