• 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
mrheisenberg

Can you leave textures empty in the shader?

1 post in this topic

For instance,in my HLSL code I have:

[CODE]Texture2D diffuseMap : register(t0); //The basic texture
Texture2D normalMap : register(t1); //The bump map thing
Texture2D displacementMap : register(t2); //For the tessellated ones
Texture2D effectMap : register(t3); //Each channel contains different info like: R/G/B/A:glow/waves/transparency/ect.[/CODE]
and I have one shader that I use for all geometry,where each model I render has a few bools:

[CODE]bool tessellated;
bool glowing;
bool transparency;bool animated;[/CODE]
so for instance when I pass a model with animated == true and some bones,it does skinning in the vertex shader,otherwise it ignores the skinning part and carries on forward.I want to do the same thing with the textures - if it isn't tessellated and doesn't have glow or any special effects,I just set only the first 2 textures like this:

[CODE]
texturePointers[0] = material.diffuseMap;
texturePointers[1] = material.normalMap;
gD3DImmediateContext->PSSetShaderResources(0, 2, texturePointers);

[/CODE]
And I ignore the glow and transparency calculation parts in the shader.

My question is - will that work?Because in the HLSL code it's written to expect 4 textures,however I don't want to waste time passing 4 when I'll only use 2 in some cases.
0

Share this post


Link to post
Share on other sites
You can do this, and it will work fine in the shader assuming that you never sample those textures when the corresponding bool set to false. One issue you may run into in more complex scenarios is that the debug device may emit warnings if you end up with a type mismatch between bound textures. So for instance say you bind a multisampled texture to slot 3 for a shader, which accesses it as a Texture2DMS. Then after this you render with your example shader and you don't use effectMap, so you don't bind it. When you then render with that shader you'll get a warning saying that a Texture2D is expected but a Texture2DMS is bound.
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