• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Knight52

[c++] having shadow map larger than display window

10 posts in this topic

say the shadow map is 1024x1024 pixel. If the display window is larger than that (1280x1024), it's fine. If it isn't (800x600), it'll fail the technique validation. Did I miss something?
0

Share this post


Link to post
Share on other sites
[quote name='Hodgman' timestamp='1346324343' post='4974745']
Can you expand on this - something with the effect framework generates an error?
[/quote]

[code]
HRESULT result = effect->ValidateTechnique(ShadowTechnique);
if(FAILED(result))
{// will generate error -2005530591 D3DERR_CONFLICTINGRENDERSTATE
MessageBox(cq->handler(), "Failed validating Shadow Mapping technique", "ERROR", MB_OK);
}
[/code]
0

Share this post


Link to post
Share on other sites
Doesn't make sense for me. you can validate a technique before allocating the render targets and there fore the technique validation supposedly is unaware of any resolution of anything.
In particular, if you were not using render targets, but the backbuffer to render your sahdow maps (by then copying the render into a texture and not swapping).
You could have an issue because obviously the backbuffer will have the size of the window. But nothing to do with render states or techniques in any case.

Apparently this message is talking about some states put in the fx code. do you have a different .fx file for your case with 800x600 window and 1280x1024 window ?

(by the way, why do you have window in 4:3 aspect ratio, you still have a 4:3 screen ?)
0

Share this post


Link to post
Share on other sites
perhaps the shadow map creation pass is sharing the main depth buffer? I noticed that you can set a color buffer with a bigger depth buffer, but not the opposite.
Make sure you create both color and depth buffer for your shadow creation pass.
1

Share this post


Link to post
Share on other sites
I swap default render target to shadow map's surface before rendering the map, then swap back when finished, if that's what you mean.

you ask why does screen have 4:3 ratio? Isn't it still standard resolution ratio nowaday? I mean I will, at least, try to make this game go public, so shouldn't it at least have 4:3 ratio? Edited by Knight52
0

Share this post


Link to post
Share on other sites
I have had this issue before - it is probably that your depth buffer is not the same size or larger than the render target that you are trying to render your shadow map into. Try creating a second depth buffer that matches the size of your shadow map, and then bind it accordingly when generating the shadow map. Also don't forget to rebind the original depth buffer when you switch back to render the rest of the scene.
0

Share this post


Link to post
Share on other sites
[quote name='Knight52' timestamp='1346331993' post='4974784']
I swap default render target to shadow map's surface before rendering the map, then swap back when finished, if that's what you mean.

[/quote]

do you also swap the depth buffer with one with the same size as the shadowmap?
1

Share this post


Link to post
Share on other sites
[quote name='kunos' timestamp='1346333229' post='4974799']

do you also swap the depth buffer with one with the same size as the shadowmap?
[/quote]

so that's the problem. Should I create another texture for this swapping?
0

Share this post


Link to post
Share on other sites
[quote name='Knight52' timestamp='1346334235' post='4974805']
[quote name='kunos' timestamp='1346333229' post='4974799']
do you also swap the depth buffer with one with the same size as the shadowmap?
[/quote]

so that's the problem. Should I create another texture for this swapping?
[/quote]

positive ;)
1

Share this post


Link to post
Share on other sites
if that is the problem, in DX9 there is a way to share the same depth surface for every rendering. just make it the largest needed size. in DX10 however I never found a way to do that.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0