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Jason Z

Member Since 04 Feb 2004
Offline Last Active Yesterday, 02:50 PM

Posts I've Made

In Topic: Geometry Shader Blank Screen

30 March 2015 - 06:21 PM

Just as a bit of advice - you should use the Graphics Debugger to figure out these types of issues.  It would probably be trivial to see where in the pipeline a pixel was discarded, and it gives you insight into what is happening in the pipeline overall!

In Topic: Direct3D 12 documentation is now public

30 March 2015 - 06:19 PM

If my guess is right, a PC game with broad HW support would either use DX12 plus DX11 for old windows, or would use Vulkan plus GL3 for old hardware... Which kinda sucks.

I actually think that there will be lots of mixes between D3D11 and D3D12.  Even with all the extra power in D3D12, if you don't need cutting edge performance then D3D11 is going to be easier to use (plus there is lots of existing code bases out there already...).  Over time I'm sure this will shift more and more towards D3D12, but I think it will take longer than most people are thinking right now...

In Topic: Unhandled exceptions when creating Device.

29 March 2015 - 07:54 PM

This may be off topic, but shouldn't you call shutdown from your destructor?  That way, no matter what, your references will be released...


Also, any time you think you are having issues with API calls from D3D, make sure you create your device with the debug flags added.  This will usually print a helpful diagnostic that will help you figure out what is going on.

In Topic: Particle Z Fighting

27 March 2015 - 05:13 PM

Hi MJP, I'm actually using a very similar technique to the one in your book. Do you know of an efficient way to sort all those particles? I might be able to use a different render mode than standard alpha blending as C0lumbo suggested, these particles are representational more than realistic.

If you will be using append / consume buffers, then it is probably not going to be very easy to keep a maintained sorted list.  You would be better off with a structured buffer that you maintained sorted order in, or using a round robin approach on the structured buffer to let you keep the particles in roughly correct order.

In Topic: Direct3D 12 documentation is now public

27 March 2015 - 05:08 PM

I really doubt that they would do that, it's very useful for verification.

The big trick here though is that it isn't very good at reproducing threading issues.  Since the reference device is so CPU heavy, any threading issues you are having can look like driver issues that disappear on the reference device...


Still though, I completely agree that it is extremely useful for validation of anything not related to threading / timing.