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Member Since 02 Jun 2004
Offline Last Active Yesterday, 08:36 AM

Posts I've Made

In Topic: D3D10, effects and VS2012

07 December 2012 - 06:50 AM

I should add that I have also tried D3D10CompileEffectFromMemory(), however I get another error (NOT_IMPL), so I guess this one is not implemented...

In Topic: A few questions about GPU based geo clip maps by Arul Asirvatham and Hugues H...

26 September 2012 - 01:34 AM

I would second CDLOD as well, this is what I implemented. It's much easier to understand, and performance are great - TBH I never really understood why geo clipmap would achieve better results than a chunk based method (but I might be dumb :) )

Also, CDLOD will give you geomorphing without any further effort, which is a very nice-to-have feature.

In Topic: strategy for automatic shader compilation caching

05 April 2012 - 07:51 AM

Hi Nick,

thanks for your answer. I think I have found a good trade off solution.

Basically, I am resolving all includes by myself. This results in a big HLSL source code text with no #include directive anymore.

I then check the shader cache (which contains a pair of "hlsl source code" / "compiled byte code" files for each original shader).

If an entry already exists in the cache, I compare the current source code text with the "hlsl source code" file. If no change could be found between the two strings, I assume I can safely load the existing "compiled byte code" file and use it.

Otherwise the shader gets compiled, and the result saved on disk ("hlsl source code" / "compiled byte code" files).

It seems to work pretty well.

In Topic: Where is the COLLADA SDK?

29 November 2010 - 08:03 PM

in the case you are interested in the import functionality only, I would recommend you also check Assimp:


In Topic: Multithreading (with DevIL)

19 February 2009 - 09:36 PM

FYI I am using boost::mutex and their implementation is quite good.

I guess you don't want to introduce any dependency to boost in the library, but it might give you another implementation inspiration ;)