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    • By jonwil
      We have an engine based on Direct3D11 that uses ID3D11Device::CreateTexture2D to create its textures passing in whatever format we read from the dds file header.
      We also have a previous version of our engine that uses the DX9 fixed function bump map feature for bump maps. This feature takes bump map textures in U8V8 format as input but it also takes textures in DXT5 and A8R8G8B8 and converts them into U8V8 using D3DXCreateTextureFromFileInMemoryEx in d3dx9).
      Our current D3D11 engine handles the U8V8 textures just fine (I think it feeds it to CreateTexture2D as DXGI_FORMAT_R8G8_TYPELESS) and has some shader code that emulates the fixed function bump map feature without problems. But now we want to add support for the DXT5 and A8R8G8B8 bump maps.
      Does anyone know where I can find code for Direct3D11 (or just plain code with no dependence on specific graphics APIs) that can convert the DXT5 or A8R8G8B8 texture data into U8V8 data in the same way as D3DXCreateTextureFromFileInMemoryEx and the other D3DX9 functions would do? (Someone out there must have written some code to convert between different texture formats I am sure, I just can't find it)
    • By PlanetExp
      I've been trying to organise a small-medium sized toy game project to supports macOS, iOS and Windows simultaneously in a clean way. But I always get stuck when I cross over to the target platform. I'll try to explain,
      I have organised my project in modules like so:
       
      1. core c++ engine, platform agnostic, has a public c++ api
      2. c api bindings for the c++ api, also platform agnostic, this is actually part of 1 because its such a small project
      3. target platform bindings, on iOS and macOS this is in swift. Basically wraps the c api
      4. target platform code. This part just calls the api. Also in swift.
       
      So in all I have 4 modules going simultaneously, all compiled into a separate static libraries and imported into the next phase/layer. Am I even remotely close to something functional? I seem to getting stuck somewhere between 2 and 3 when I cross over to the target platform. In theory I would just need to call the game loop, but I always end up writing some logic up there anyway.
       
    • By iGrfx
      I've learned that the triangle clipping in the rasterization process usually using Sutherland–Hodgman algorithm. I also found an algorithm called "Guard-band". I'm writing a software raster so I want to know what technical the GPU use, I want to implement it for study. Thanks!
      updated: what's the more proper triangulate algorithm?
    • By trapazza
      Do heavily-loaded compute shaders affect the performance of the other "normal/render" shaders? or do they use a dedicated core?
       
       
    • By DarkSwords
      Hey. We are a young team of online game developers from Ukraine. We made an excellent game for home and office. This MMORPG with open world and unique mechanics. The game is made in the style of graphic MUD. We really want to show our game to people.
      Dark Swords is a free online role-playing game of new generation. The action takes place in a unique world which doesn't have analogues. DarkSwords combines the traditional role-playing system with innovative approach to the game process implementation, character development and social aspect. You can join the players from all parts of the world right now for free!
      Welcome: http://darkswords.com 
      Russian version: http://darkswords.ru
       
       
       






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