Jump to content
  • Advertisement
Sign in to follow this  
kovacsp

Rendering an image from multiple parts

This topic is 4694 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, say I want to render a huge image for which the rendertarget cannot even fit into the memory with all the textures, etc... So I want to split the image into say, 4 parts, render them separately, then compose the final image by putting these four images next to each other. (I know this will be slow, but it doesn't matter in this case) How could I find out the projection matrix for these new cameras? If I just set them another target, then the projection plane will not be perpendicular to the eye->target vector, which will result in a disorted image that is not the same as I rendered one large image. I've found that I need some tricky projection matrix that will shear the space somehow, but dunno how. Maybe it could be done by repositioning the eye and target, but i don't really think so based on my drawings. I couldn't find any articles on this one, have you seen any? Thanks for your help, kp

Share this post


Link to post
Share on other sites
Advertisement
Quote:
Original post by kovacsp
say I want to render a huge image for which the rendertarget cannot even fit into the memory with all the textures, etc...

There is something seriously wrong if this is the case. Your render targets need to be created in D3DPOOL_DEFAULT, but your textures and such should be created in D3DPOOL_MANAGED. That way, D3D will use your systems AGP and physical RAM to page in different textures when they are needed.

Doing this allows you to work at a higher level of abstraction when allocating D3D resources and insulates you from having to worry about situations like this. Granted, if D3D is constantly thrashing because of trying to bring in different textures all the time, your performance may suffer, but that is something you can fine-tune over time.

neneboricua

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!