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Member Since 22 Feb 2000
Offline Last Active Today, 04:33 PM

Topics I've Started

Image Based Reflections - DX11

13 July 2013 - 05:47 PM

I've been reading a bit about Image Based Reflections as seen in the Epic Samaritan Demo. There's a bit of information on how they work over on this UDN page.. http://udn.epicgames.com/Three/ImageBasedReflections.html 

I was wondering if anyone has attempted supporting this type of reflection in their own engine or had any links they could point me to to learn more about how this is achieved. Since it seems to be a just quad reflector you could probably check intersection inside a pixel shader to determine texture coordinates for the quad. I'm wondering how this might be accelerated to robustly support multiple quads in a scene and limit the intersection checks.


Thanks in advance!

Graphics Debugging - Visual Studio 2012 - "Generating Shader Trace"

27 June 2013 - 12:57 PM

Hello all,

I am in the process of upgrading to Visual Studio 2012. I've modified my project to use the Windows Kits \ versions of the directx headers and libs ... got rid of D3DX etc etc. And I was hoping I'd be able to use the graphical debugger, but it just hangs when I try to use the pixel or vertex debugging. Everything else seems to work fine. When I start debugging shader it just hangs or crashes on "Generating Shader Trace".


Anyone else encounter this?


3DS Max Plugin - How to GetNodeTM with IK Applied?

25 January 2013 - 08:14 PM

Hi everyone,

Well I've exhausted google so here goes. I've got an custom plugin for 3DS Max that exports to a custom file format. It's been working fine for about 5 years and only now have I tried to export animation from a character that is using IK controllers. The problem is that Max doesn't seem to output the transform of a node AFTER IK IS APPLIED. I was wondering if there is an easy way to get the node transform after all IK is applied for that frame.

I'm currently using INode::GetNodeTM(time) to get the transform in question for a given node.

Thanks in advance!

DX11 - Screen Tearing

23 January 2013 - 04:30 PM

Has anyone ever had issues with screen tearing under DX11?

- I'm pretty sure I'm buffering properly as per the example programs.
- I present with Present(1,0);
- It is properly limiting my frame rate to 60FPS.

Here is the code I'm using to initialize the swap chain.....


    l_desc.BufferCount = 1;
    l_desc.BufferDesc.Width = in_width;
    l_desc.BufferDesc.Height = in_height;
    l_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    l_desc.BufferDesc.RefreshRate.Numerator = 60;
    l_desc.BufferDesc.RefreshRate.Denominator = 1;
    l_desc.OutputWindow = *(HWND *)in_handle;
    l_desc.SampleDesc.Count = 1;
    l_desc.SampleDesc.Quality = 0;
    l_desc.Windowed = TRUE;

    l_result = l_d3d->QueryInterface(__uuidof(IDXGIDevice),(void **)&l_device);

        l_result = l_device->GetParent(__uuidof(IDXGIAdapter),(void **)&l_adapter);

            l_result = l_adapter->GetParent(__uuidof(IDXGIFactory),(void **)&l_factory);

                l_result = l_factory->CreateSwapChain(l_d3d,&l_desc,&m_chain);

                    MessageBox(NULL,"Couldn't create a swap chain on the device!","Error!",MB_OK | MB_ICONINFORMATION);
                    return false;



    l_result = m_chain->GetBuffer(0,__uuidof(ID3D11Texture2D),(LPVOID *)&l_texture2D);


Any ideas as to why I'm still getting horrible tearing? Thanks in advance!

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

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!

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