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Member Since 17 Jun 2013
Offline Last Active Jul 27 2016 01:43 PM

Posts I've Made

In Topic: How to implement ui elements that extend beyond the window frame

26 October 2014 - 07:46 PM

Hey guys,


I had a look at the Unreal Engine 4 source code and I thought it would be beneficial for everyone in my situation to share my new insights. The implementation is fairly straightforward every submenu, tool tip or context menu gets drawn on a newly created native window.


I will try to implement it in a similiar manner now.


Thanks for your replies.

In Topic: problem with my text rendering

28 September 2014 - 06:12 PM

I found the error! It was indeed the size of my client area.

CreateWindow had an additional flag set and therefore the size AdjustWindowRect had calculated was wrong. Thank you so much guys.

In Topic: problem with my text rendering

28 September 2014 - 12:56 PM

hey guys thanks for your numerous responses.



Is your framebuffer the same size as your window client area?


My framebuffer and my client area are at the same size.



Looks like a fitlering problem, check the following:

1. pixel exact rendering

2. no linear filtering

3. no mipmapping (eg auto-generated rendering)

4. no compression


1. I adjusted the positions of my quads to fit pixel size but the result looks the same

2. my filter is a point filter with clamping

3. my texture has no mip mapping

4. the application copies the output of freetype's software renderer directly to d3d SRV, so no compression at all




Did pix bring up a dlg box saying something like turn aa off for pixel same as history or some thing

SO its turned off anti aliasing


No, pix didn't bring up any dialog boxes or output log.


btw. I found an article by Adam Sawicki that says the half pixel offset error is gone in DirectX11 http://asawicki.info/news_1516_half-pixel_offset_in_directx_11.html

In Topic: light processing should be done in vertex or pixel shader

17 June 2013 - 09:39 AM

Per pixel lightning mean that you calculate the light illumination per pixel and not f.e. like gourad shading does per vertex and interpolate the color across the triangle. The vertex shader is optimized for per vertex operations and the pixel shader is optimized for per pixel operations that's why it is more suitable to do the matrix calulations on the vertexshader and lightning on the pixel shader.

In Topic: make game engine?

17 June 2013 - 08:12 AM

You can take a look at "game coding complete". It explains the bare bone structure of a game engine. Further it shows you how to write an edior in c# and implement network play. Another book that comes to my mind is "3d game engine design". This takes itself way more serious and the first part is more an advanced math course but you can benefit from it aswell.