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Member Since 17 Apr 2004
Offline Last Active Today, 12:21 PM

Topics I've Started

DirectX11 Random Stuttering.

15 April 2014 - 03:10 PM

The application i am developing when playing back movies. Everything plays fine,But every now and then the frame will stutter and then it will start to play smooth again. I have checked all the timing and update clock is always around the 30fps which the movies is encode at. The Engine is running at 60fps which the time stamp between frame is always 16 tp 17 ms which is also correct. So i am kind of confuse why would it stutter out of nowhere. Have anyone ever experience a similar problem with DX11 where they get random stutter and knows how to fix that issue. I have

been tackling this problem for the past month now and i have not been able to find a solution. So anything anyone may now, i would greatly appreciate it. Once again, if you need any more info, just ask.


24 February 2014 - 10:42 AM

I have multiple outputs. When i go to fullscreen, DXGI seems to black out all of my other ouputs. This is a problem because i have a menu on the other outputs and they just become invisible. I try creating the menu before going to fullscreen and after. It makes no difference. As anyone ran into similar issues with DXGI and what was your solution. It only happens when you go fullscreen, and it is a requirement for the software i am working on.

DX11 Fullscreen.

10 January 2014 - 11:16 AM

I can go to fullscreen fine. But whenever i press the window key on the keyboard or click on another window in a different monitor. It drops out of fullscreen and goes into window mode. Is there anyway i can force it to stay in fullscreen mode no matter what.



GL_TEXTURE_2D Array glGenerateMipmaps.

04 November 2013 - 09:32 AM

When i use GL_TEXTURE_2D Array with glGenerateMipmaps and call glTexImage3D to generate an set of 2d texture array with automatic mipmaps. It never generate any of the mipmaps for the set of 2d textures. I did a test where i change the depth value of glTexImage3D then it generate the mipmap based on the depth which makes no sense. Have anyone ever run into this problem before. I though that each individual mipmaps could generate their own set of mipmaps and that it is not based of the depth.


This is how i am setting it up.

    int bufferSize = w*h*numChannels*sizeofEachComponent*d;
    unsigned char* arrayData = new unsigned char[bufferSize];
    for(GLuint depthIndex = 0; depthIndex < pDesc->ArraySize; depthIndex++)
      const void* currentResourceData = (pInitialData) ? pInitialData[depthIndex].pSysMem:NULL;
        int oneLayer = w*h*numChannels*sizeofEachComponent;
        unsigned char* memoryLocation = &arrayData[oneLayer*depthIndex];


So when i test the code in CodeXL it tells me there is no mipmpas generated for the glTexdImage3D, but when i set the depth to a different value than 1 then it generate mipmaps. It seems to me that for 3D textues mipmaps are generated based on depth which makes sense, but for Texture2D_ARRAY it does not.




glClearBuffer on GL_TEXTURE_2D_ARRAY

03 November 2013 - 08:55 PM

Ok i have noticed the weirdest thing ever. When i use a GL_TEXTURE_2D in my glFramebufferTexture2D and call glClearBufferiv it works fine. But when i change it to GL_TEXTURE_2D_ARRAY and use glFramebufferTexture3D and assign the texture index i want to assign glClearBufferfv throws Invalid frame buffer operation which is not part of the error list on the kronos opengl 4.0 spec sheet. So i am wondering if anyone ever had any problem setting an Texture array index and call glClearBuffer with it.