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cozzie

Member Since 13 Oct 2004
Offline Last Active Today, 05:15 AM

Posts I've Made

In Topic: My 3D textures

24 January 2015 - 01:50 PM

That's pretty neat.
What sort off maps do you make per texture? (diffuse, normal,..)

In Topic: Supporting Multiple DirectX Versions

24 January 2015 - 01:47 PM

class IRenderer
{
// generic renderer stuff
}

class IDirectX9Renderer : public IRenderer
{
// specific dx9 stuff
}

If this is not what you're looking for, then maybe can you be a bit more specific.

In Topic: no vsync means double buffering to avoid tearing, right?

24 January 2015 - 09:05 AM

Personally I'd use triple buffering w/vsync. Ofcourse it depends on a lot of factors, in my case I had unneccesary long frame times without triple buffering.

In Topic: Supporting Multiple DirectX Versions

24 January 2015 - 09:02 AM

If you want to follow this path, you need to create functions in the renderer class that apply to both the dx9 and dx11 inherited classes. Everything dx9/dx11 specific you can add (members and functions) to the inherited classes.

Just out of curiosity, why go though this at all? Since all gpu's from 3 years old and younger (by head) support dx11. Plus windows xp isn't supported anymore (and I believe not often used among gamers). Of course if it's just for practice then it's another case.

I created an engine which I've been working on for years using dx9. But it's set up quite modular and flexible so later on I can "update" it to dx11.

In Topic: How to keep math/physics skills sharp?

24 January 2015 - 03:23 AM

To be honest, I just accepted that when I've implemented something with "difficult" math, it's fine. And if I have to do something with it a few months later I just take out my math notebook and look up my drawings and exercises.

Honestly, when do I need to know again how the P and N vertex for culling works if I've implemented it correctly :)

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