Jump to content

September 2013 »


Recent Entries

Recent Comments

Latest Visitors

View more

Richards Software Ramblings

4: Adsense

Drawing a Loading Screen with Direct2D in SlimDX

I know that I have been saying that I will cover random terrain generation in my next post for several posts now, and if all goes well, that post will be published today or tomorrow. First, though, we will talk about Direct2D, and using it to draw a loading screen, which we will display while the terrain is being generated to give some indication of the...

Terrain LOD for DirectX 10 Graphics Cards, using SlimDX and Direct3D 11

Last time , we discussed terrain rendering, using the tessellation stages of the GPU to render the terrain mesh with distance-based LOD. That method required a DX11-compliant graphics card, since the Hull and Domain shader stages are new to Direct3D11. According to the latest Steam Hardware survey , nearly 65% of gamers have a DX11 graphics card, which...

Dynamic Terrain Rendering with SlimDX and Direct3D 11

A common task for strategy and other games with an outdoor setting is the rendering of the terrain for the level. Probably the most convenient way to model a terrain is to create a triangular grid, and then perturb the y-coordinates of the vertices to match the desired elevations. This elevation data can be determined by using a mathematical function,...

Diving into the Tessellation Stages of Direct3D 11

In our last example on normal mapping and displacement mapping , we made use of the new Direct3D 11 tessellation stages when implementing our displacement mapping effect. For the purposes of the example, we did not examine too closely the concepts involved in making use of these new features, namely the Hull and Domain shaders. These new shader types a...

Bump and Displacement Mapping with SlimDX and Direct3D 11

Today, we are going to cover a couple of additional techniques that we can use to achieve more realistic lighting in our 3D scenes. Going back to our first discussion of lighting , recall that thus far, we have been using per-pixel, Phong lighting . This style of lighting was an improvement upon the earlier method of Gourad lighting , by interpolatin...

Dynamic Environmental Reflections in Direct3D 11 and C#

Last time , we looked at using cube maps to render a skybox around our 3D scenes, and also how to use that sky cubemap to render some environmental reflections onto our scene objects. While this method of rendering reflections is relatively cheap, performance-wise and can give an additional touch of realism to background geometry, it has some serious li...

Skyboxes and Environmental Reflections using Cube Maps in Direct3D 11 and SlimDX

This time, we are going to take a look at a special class of texture, the cube map, and a couple of the common applications for cube maps, skyboxes and environment-mapped reflections. Skyboxes allow us to model far away details, like the sky or distant scenery, to create a sense that the world is more expansive than just our scene geometry, in an inexpe...

Camera Picking in SlimDX and Direct3D 11

So far, we have only been concerned with drawing a 3D scene to the 2D computer screen, by projecting the 3D positions of objects to the 2D pixels of the screen. Often, you will want to perform the reverse operation; given a pixel on the screen, which object in the 3D scene corresponds to that pixel? Probably the most common application for this kind of...