
Announcements
Sign in to follow this
Followers
0
DX11 [D3D11] Simple textured triangle won't draw
By
jdub, in Graphics and GPU Programming

Forum Statistics

Total Topics627778

Total Posts2979026


Similar Content

By AxeGuywithanAxe
I wanted to get some advice on what everyone thinks of this debugger, I've been getting some strange results from testing my code and I wanted to see if anyone else had an issues.
For instance, I added three "ClearRenderTargetView" calls and three "Draw full screen quad" calls and my reported fps became a fifth of what it usually was. Thank you.

By schneckerstein
Hello,
I manged so far to implement NVIDIA's NDFFiltering at a basic level (the paper can be found here). Here is my code so far:
//... // project the half vector on the normal (?) float3 hppWS = halfVector / dot(halfVector, geometricNormal) float2 hpp = float2(dot(hppWS, wTangent), dot(hppWS, wBitangent)); // compute the pixel footprint float2x2 dhduv = float2x2(ddx(hpp), ddy(hpp)); // compute the rectangular area of the pixel footprint float2 rectFp = min((abs(dhduv[0]) + abs(dhduv[1])) * 0.5, 0.3); // map the area to ggx roughness float2 covMx = rectFp * rectFp * 2; roughness = sqrt(roughness * roughness + covMx); //... Now I want combine this with LEAN mapping as state in Chapter 5.5 of the NDF paper.
But I struggle to understand what theses sections actually means in Code:
I suppose the firstorder moments are the B coefficent of the LEAN map, however things like
float3 hppWS = halfVector / dot(halfVector, float3(lean_B, 0)); doesn't bring up anything usefull.
Next theres:
This simply means:
// M and B are the coefficents from the LEAN map float2x2 sigma_mat = float2x2( M.x  B.x * B.x, M.z  B.x * B.y, M.z  B.x * B.y, M.y  B.y * B.y); does it?
Finally:
This is the part confuses me the most: how am I suppose to convolute two matrices? I know the concept of convolution in terms of functions, not matrices. Should I multiple them? That didn't make any usefully output.
I hope someone can help with this maybe too specific question, I'm really despaired to make this work and i've spend too many hours of trial & error...
Cheers,
Julian

By Baemz
Hello,
I've been working on some cullingtechniques for a project. We've built our own engine so pretty much everything is built from scratch. I've set up a frustum with the following code, assuming that the FOV is 90 degrees.
float angle = CU::ToRadians(45.f); Plane<float> nearPlane(Vector3<float>(0, 0, aNear), Vector3<float>(0, 0, 1)); Plane<float> farPlane(Vector3<float>(0, 0, aFar), Vector3<float>(0, 0, 1)); Plane<float> right(Vector3<float>(0, 0, 0), Vector3<float>(angle, 0, angle)); Plane<float> left(Vector3<float>(0, 0, 0), Vector3<float>(angle, 0, angle)); Plane<float> up(Vector3<float>(0, 0, 0), Vector3<float>(0, angle, angle)); Plane<float> down(Vector3<float>(0, 0, 0), Vector3<float>(0, angle, angle)); myVolume.AddPlane(nearPlane); myVolume.AddPlane(farPlane); myVolume.AddPlane(right); myVolume.AddPlane(left); myVolume.AddPlane(up); myVolume.AddPlane(down); When checking the intersections I am using a BoundingSphere of my models, which is calculated by taking the average position of all vertices and then choosing the furthest distance to a vertex for radius. The actual intersection test looks like this, where the "myFrustum90" is the actual frustum described above.
The orientationInverse is the viewMatrix in this case.
bool CFrustum::Intersects(const SFrustumCollider& aCollider) { CU::Vector4<float> position = CU::Vector4<float>(aCollider.myCenter.x, aCollider.myCenter.y, aCollider.myCenter.z, 1.f) * myOrientationInverse; return myFrustum90.Inside({ position.x, position.y, position.z }, aCollider.myRadius); } The Inside() function looks like this.
template <typename T> bool PlaneVolume<T>::Inside(Vector3<T> aPosition, T aRadius) const { for (unsigned short i = 0; i < myPlaneList.size(); ++i) { if (myPlaneList[i].ClassifySpherePlane(aPosition, aRadius) > 0) { return false; } } return true; } And this is the ClassifySpherePlane() function. (The plane is defined as a Vector4 called myABCD, where ABC is the normal)
template <typename T> inline int Plane<T>::ClassifySpherePlane(Vector3<T> aSpherePosition, float aSphereRadius) const { float distance = (aSpherePosition.Dot(myNormal))  myABCD.w; // completely on the front side if (distance >= aSphereRadius) { return 1; } // completely on the backside (aka "inside") if (distance <= aSphereRadius) { return 1; } //sphere intersects the plane return 0; }
Please bare in mind that this code is not optimized nor wellwritten by any means. I am just looking to get it working.
The result of this culling is that the models seem to be culled a bit "too early", so that the culling is visible and the models pops away.
How do I get the culling to work properly?
I have tried different techniques but haven't gotten any of them to work.
If you need more code or explanations feel free to ask for it.
Thanks.

By evelyn4you
hi,
i have read very much about the binding of a constantbuffer to a shader but something is still unclear to me.
e.g. when performing : vertexshader.setConstantbuffer ( buffer, slot )
is the buffer bound
a. to the VertexShaderStage
or
b. to the VertexShader that is currently set as the active VertexShader
Is it possible to bind a constantBuffer to a VertexShader e.g. VS_A and keep this binding even after the active VertexShader has changed ?
I mean i want to bind constantbuffer_A to VS_A, an Constantbuffer_B to VS_B and only use updateSubresource without using setConstantBuffer command every time.
Look at this example:
SetVertexShader ( VS_A )
updateSubresource(buffer_A)
vertexshader.setConstantbuffer ( buffer_A, slot_A )
perform drawcall ( buffer_A is used )
SetVertexShader ( VS_B )
updateSubresource(buffer_B)
vertexshader.setConstantbuffer ( buffer_B, slot_A )
perform drawcall ( buffer_B is used )
SetVertexShader ( VS_A )
perform drawcall (now which buffer is used ??? )
I ask this question because i have made a custom render engine an want to optimize to
the minimum updateSubresource, and setConstantbuffer calls

By noodleBowl
I got a quick question about buffers when it comes to DirectX 11. If I bind a buffer using a command like:
IASetVertexBuffers IASetIndexBuffer VSSetConstantBuffers PSSetConstantBuffers and then later on I update that bound buffer's data using commands like Map/Unmap or any of the other update commands.
Do I need to rebind the buffer again in order for my update to take effect? If I dont rebind is that really bad as in I get a performance hit? My thought process behind this is that if the buffer is already bound why do I need to rebind it? I'm using that same buffer it is just different data



Popular Now