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ericrrichards22

Member Since 20 Jul 2013
Offline Last Active Yesterday, 05:14 AM

Posts I've Made

In Topic: "So... What do you do?"

26 August 2015 - 04:52 AM

I say that I sit in front of a computer, and spend most of my time swearing at it in a low mumble.  Once in a while I do some typing and clicking.  


In Topic: So, I upgraded to Windows 10...

25 August 2015 - 08:24 AM

This is interesting. I like Solitaire. I will not play the Windows 10 version as it is currently made. When I deleted the Windows 10 version and tried to run the Windows 7 version, Windows will not even acknowledge that I am trying to run the app. Double click and I get the little timer cursor for less than a second and then nothing. Right click and choose "open" and I get nothing. Odd. It is the same for the Windows 7 versions of all of the games. There is no reason why this should be happening, except that Windows isn't allowing them to run.dry.png

 

Maybe check in Event Viewer for crashes.  You could be missing some dlls that it is expecting to run.

 

I would expect that kind of a problem before I would believe that Microsoft is maliciously blocking a program.


In Topic: How to work with legacy textures using DirectX11?

23 August 2015 - 03:59 PM

I'm not totally sure, but if these textures are loaded from disk, I would expect that the simplest thing might be to process them offline into whatever your most common format is, whether that is A8R8G8B8_UNORM, B8G8R8A8_UNORM_SRGB, or B8G8R8X8_UNORM_SRGB, assuming that they are images, and then load the converted textures.

 

If they are actually data stored as textures, that may not work as well.


In Topic: I love assimp but the animation part is a pain - anyone got it working with D...

20 August 2015 - 04:21 AM

Are you converting the Assimp matrices so that they are in the DirectX row-column orientation?  I can never remember which way is which, but I do recall that the matrices which Assimp loaded needed to be transposed before using them in my DirectX animation code.

 

If another example would be helpful, I wrote up how I did it, with using SlimDX and Assimp.net.  It may not be totally correct - I've got some reports of meshes that are a little weird from some people - but I think I worked out most of it.


In Topic: Terrain LOD

18 August 2015 - 05:47 AM

If you're using DirectX 11-grade graphics cards, doing the LOD tessellation in the Hull/Domain shader stages is fairly neat, and avoids some of the difficulties of having to patch up T-junctions between LOD levels.  I've played around with it both this way, and more the way you are describing:

Not the greatest screenshot, but this is from my hardware-tessellated version.  I'm sure that I'm not doing things in the most optimal way, but on the hardware I was using(GTX560), the hardware-tessellated version was considerably faster.

image_thumb%25255B11%25255D.png?imgmax=8


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