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haust

Member Since 04 Aug 2000
Offline Last Active Mar 27 2012 08:04 AM

Topics I've Started

D3D11 effect and Deferred context

26 March 2012 - 04:07 AM

Hello,

while learning Direct 3D 11 API It's seem to me that deferred context with multithreading are mandatory in order improve render perfomance (on systems with actual multithread support that is).

So after reading the documentation (create a deferred context, use it "as" the immediate one, finish it and get the result with a command list and then use the command list with the immediate context) I thought it would be easy to implement without threading involved in my basic framework as a first step.

(here comes the) But it seems that I've done something wrong since nothing is rendered. After more reads I've noticed that states in deferred context are not inherited from the immediate one (ok fine makes sense). However i'm using D3D11 effect framework and I don't know if how do it support deferred context.
I've seen, in the source code, that the framework uses a dirty-tag system to track modifcation and optimize cbuffer/resource/etxc updates. How does it suppose to work with a context that is always clean at the beginning on a render pass (with ClearState or FinishCommandList(TRUE, &pCommandList)) ??

I know that I WILL have to implement a specific shader framework but am I doing something wrong this the provided D3D11 effect framework ?? Did I misunderstood some point ??

Thank for any hint Posted Image

haust.

Computing distance for 1:1 pixel ratio, how ??

04 August 2006 - 06:16 AM

Well the subject may not be as clear as I wanted so let me explain :) I want to render quads (textured or not) and text like in 2D mode without using the ortho projection. This part is ok but my current problem is when a 2x2 quad is displayed at (0.0, 0.0, 0.0) it looks bigger on the screen because of the distance from the camera (0.0, 0.0, -5.0).... My question is : how do I compute the correct z distance so that the 10x10 quad looks like a 10x10 quand ON the screen too ?? thanks.

infinite WM_MOUSEMOVE message....

09 April 2006 - 12:02 PM

Hi, I'm having trouble with the Win32 MOUSEMOVE message. As soon as I move the mouve over my window app I get this message EVEN IF I DON'T MOVE THE MOUSE !! I was wondering if someone else had experienced this weird issue.... Thanks in advance.

Pluggable factories and dll ??

09 June 2005 - 11:36 PM

hi, i've just read Timothy R. Culp's "Industrial Strength Pluggable Factories" article (http://www.adtmag.com/joop/crarticle.asp?ID=1520) and somewhere he talks about adding new object types by using plugins "These plug-in libraries are loaded at runtime (using dlopen for UNIX or LoadLibrary for Windows) to extend the shape hierarchy dynamically without modifying the Shape class". My question is how is this possible ?? As far as I understand it, the system is based on a template with a registry map where each new derived class is automatically added to this registry. The main requirement for this to work is that the registry map must be unique (use of static). Now if I want to create a new class in a separate dll, I will have another static registry which breaks the pattern. If someone can explain me what I didn't understood it would be cool :). haust.

C# 3D editor rendering sync problem....

24 February 2005 - 01:20 PM

Hi, for my D3D C# editor i'm using a simple panel control as the target window for rendering (the Paint method is overriden). I have a problem when it come to smoothly updating the view. I'm using a form timer 60 times per second to call a static method which invalidates the panel control. It works but the rendering is not synched with the display and the scene blinks.... Is there a clean way to update the rendering of my scene view ?? thanks. haust.

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