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Member Since 27 Jan 2003
Offline Last Active Aug 12 2012 08:23 PM

Posts I've Made

In Topic: HLSL shaders with XNA - convert float to double

11 August 2012 - 09:49 PM

Also, it looks like in order to save partial results to a texture for smooth performance, I'd have to have a texture as R32G32_UInt and pack/unpack every pixel as it's saved/loaded by the shader. Is there a good way to find out what texture formats are supported by a card without writing all the code and testing it?

In Topic: HLSL shaders with XNA - convert float to double

11 August 2012 - 09:34 PM

Thanks. I'd already run across most of these issues as I've researched this (without realizing that it was SM5 specific).

The math operations aren't an issue; I don't even need double-precision division, just scalar and vector multiplication, addition, and subtraction.

Is SM5 capable of casting from float to double? I.E. if I re-wrote my application code using SlimDX (not that there is much app code), would I have trouble with my pixel shader taking in single-precision texture coordinates and casting to a double (or mutiplying the float texture coordinates by a double scalar value and getting double results)?

This is just a side project I'm doing for fun; most of my coding these days is embedded C on various microcontrollers, so I'm quite out of the loop on modern graphics.

In Topic: HLSL shaders with XNA - convert float to double

11 August 2012 - 08:57 PM

AmzBee, that worked fine too When I added this code:
[source lang="java"]float2 a = float2(0.1f, 0.1f);double2 b = double2(a);c = c + float2(b);[/source]
I could see that my coordinates were off by (0.1f, 0.1f). However, if I instead do double2 b = double2(texCoord), I get the same error.

It seems that even though the doubles appear to work, it is probably converting to float under the hood, and as Nik02 says, doubles are not supported by shader model 3.0.

It looks like XNA is built on DX9, so to get a higher shader model (and double precision), I'd need to move away from XNA.

In Topic: CPU lost some pins :(

20 May 2012 - 07:34 PM

Modern processors have dozens of power and ground pins. If the pins that broke were both power or ground and there were enough other power/ground pins nearby, it will probably work.

If they were signal pins, I wouldn't expect it to damage the motherboard, although I don't know enough to say that it definitely won't.

In Topic: GT5?

27 November 2010 - 12:19 PM

Original post by d000hg
Realistic doesn't have to mean boring though... in real life cars look pretty fun to drive fast.

Yeah, even crappy cars can be fun to drive fast; take a look at 24 Hours of Lemons or Chump Car.

Both of those would make a pretty crappy video game, but they're incredibly popular in real life.

[edit] However, 'realistic' racing games require more car control skills and are more difficult for casual gamers.