• 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
Plerion

Dxt1 textures no mip levels

3 posts in this topic

Hello everbody!

Im trying to create a texture that has Dxt1 compressed data. So basically the format Format.Dxt1 from SlimDX.Direct3D9.Format enumeration. In order to do this im using BC1_UNorm in D3D11 as a format as thats what i could read is the correct format in D3D11. Well, there is a problem with that format:
My texture has several mip levels already defined but when i set a mip level other to 1 the texture creation fails with D3DERR_INVALID_ARG, including 0 which is supposed by the MSDN for a full set of mip maps.
[source lang="csharp"] Texture2DDescription desc = new Texture2DDescription()
{
Usage = ResourceUsage.Dynamic,
SampleDescription = new SampleDescription(1, 0),
OptionFlags = ResourceOptionFlags.None,
MipLevels = levelCount,
Width = width,
Height = height,
Format = texFmt,
CpuAccessFlags = CpuAccessFlags.Write,
BindFlags = BindFlags.ShaderResource,
ArraySize = 1
};[/source]

Where:
levelCount in a particular case is 9, width and height are 256, texFmt is BC1_UNorm.

How do i create a texture with S3TC and several mip levels?

Greetings and thanks in advance
Plerion Edited by Plerion
0

Share this post


Link to post
Share on other sites
You're trying to make it a dynamic texture, and dynamic textures don't support mip maps. Do you actually need it to be dynamic?

FYI if you create the device with the DEBUG flag it will output messages about errors like this. It will output them to the native debugging stream, so you need to have native debugging enabled or use a program like DebugView to see the messages in a managed app. Edited by MJP
1

Share this post


Link to post
Share on other sites
Well it seems ive misunderstood some of the concepts with the CpuAccessFlags and/or ResourceUsages. After ive read the section about resources in my book i assumed that for UpdateSubresource i need to specify CpuAccessFlags.Write and thus i need to use Dynamic as usage. But obviously this is not needed. Changed it to Default and CpuAccessFlags.None, now it works and also UpdateSubresource works which i dont understand to be honest...
0

Share this post


Link to post
Share on other sites
View the CPU Access Flags member as being relevant to a Map call - you need a CPU access that will allow for the map type you're using. This is specifically called out by the documentation for D3D11_CPU_ACCESS_FLAG (see [url="http://msdn.microsoft.com/en-us/library/windows/desktop/ff476106%28v=vs.85%29.aspx"]http://msdn.microsof...6(v=vs.85).aspx[/url]) where each flag is defined in terms of the resource being mappable.

You can still use UpdateSubresource on USAGE_DEFAULT resources. Here you're not actually accessing the resource data directly yourself, instead you're shoving a chunk of data to the driver and telling the driver to use it to update the resource. So the general rule is - if D3D gives you a pointer via a Map operation then you need CPU access, if you provide the pointer yourself and send data to D3D then you don't. Edited by mhagain
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