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REF_Cracker

Member Since 22 Feb 2000
Offline Last Active May 17 2013 11:08 AM
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#5010736 DX9 -> Dx11 Port... Nothing being drawn?

Posted by REF_Cracker on 14 December 2012 - 03:06 PM

Haha! Did you have the same issue or are just saluting me for figuring it out? It may seem trivial but when you're in the middle of a port that took 3 days to compile and run without errors it's hard to zero in. Hoping this post helps someone out in the future!


#5010468 DX9 -> Dx11 Port... Nothing being drawn?

Posted by REF_Cracker on 13 December 2012 - 10:34 PM

SOLVED:

If anyone else is having this problem ... you want to make sure you see the viewport outline in pix. The vertex values after transforms were correct in taht they should be displayed on screen. But the viewport structure itself wasn't properly setup (D3D11_VIEWPORT and RSSetViewports) it was set to 0 pixels X 0 pixels due to the fact that setting up the backbuffer is somewhat of a special case because you have to grab it from the swap chain.

Thanks.


#5010445 DX9 -> Dx11 Port... Nothing being drawn?

Posted by REF_Cracker on 13 December 2012 - 08:43 PM

Wait a minute isn't there supposed to be a rectangle in PIX representing the viewport?
I guess that means I'm way off!


#5010421 DX9 -> Dx11 Port... Nothing being drawn?

Posted by REF_Cracker on 13 December 2012 - 07:30 PM

- I'm clearing the backbuffer to a different color every frame and that is properly flickering
- PIX shows that there is output to the viewport as you can see in the image
- None the less it appears no pixels are being written to the backbuffer

Any ideas? Thanks!

Posted Image


#4903554 Cascade Stability

Posted by REF_Cracker on 17 January 2012 - 02:58 AM

Solved:

There is a way to calculate the proper scale and offset directly form your cascade shadow viewproj matricies. It's right in the article but wasn't working due to a bug in my matrix inversion code.

The way to get the scale remains

float scale[n] = splitRadius[0] / splitRadius[n]



The offset is calculated as

float4 offset[n] = float4(0.0f,0.0f,0.0f,1.0f) * Inverse(

ShadowMat[n]) *

ShadowMat[0];




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