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• ### Similar Content

• By fs1
I have been trying to see how the ID3DInclude, and how its methods Open and Close work.
I would like to add a custom path for the D3DCompile function to search for some of my includes.
I have not found any working example. Could someone point me on how to implement these functions? I would like D3DCompile to look at a custom C:\Folder path for some of the include files.
Thanks
• By stale
I'm continuing to learn more about terrain rendering, and so far I've managed to load in a heightmap and render it as a tessellated wireframe (following Frank Luna's DX11 book). However, I'm getting some really weird behavior where a large section of the wireframe is being rendered with a yellow color, even though my pixel shader is hard coded to output white.

The parts of the mesh that are discolored changes as well, as pictured below (mesh is being clipped by far plane).

Here is my pixel shader. As mentioned, I simply hard code it to output white:
float PS(DOUT pin) : SV_Target { return float4(1.0f, 1.0f, 1.0f, 1.0f); } I'm completely lost on what could be causing this, so any help in the right direction would be greatly appreciated. If I can help by providing more information please let me know.

• Hello,
i try to implement voxel cone tracing in my game engine.
At first step i try to emplement the easiest "poor mans" method
a.  my test scene "Sponza Atrium" is voxelized completetly in a static voxel grid 128^3 ( structured buffer contains albedo)
b. i dont care about "conservative rasterization" and dont use any sparse voxel access structure
c. every voxel does have the same color for every side ( top, bottom, front .. )
d.  one directional light injects light to the voxels ( another stuctured buffer )
I will try to say what i think is correct ( please correct me )
GI lighting a given vertecie  in a ideal method
A.  we would shoot many ( e.g. 1000 ) rays in the half hemisphere which is oriented according to the normal of that vertecie
B.  we would take into account every occluder ( which is very much work load) and sample the color from the hit point.
C. according to the angle between ray and the vertecie normal we would weigth ( cosin ) the color and sum up all samples and devide by the count of rays
Voxel GI lighting
In priciple we want to do the same thing with our voxel structure.
Even if we would know where the correct hit points of the vertecie are we would have the task to calculate the weighted sum of many voxels.
Saving time for weighted summing up of colors of each voxel
To save the time for weighted summing up of colors of each voxel we build bricks or clusters.
Every 8 neigbour voxels make a "cluster voxel" of level 1, ( this is done recursively for many levels ).
The color of a side of a "cluster voxel" is the average of the colors of the four containing voxels sides with the same orientation.

After having done this we can sample the far away parts just by sampling the coresponding "cluster voxel with the coresponding level" and get the summed up color.
Actually this process is done be mip mapping a texture that contains the colors of the voxels which places the color of the neighbouring voxels also near by in the texture.
Cone tracing, howto ??
Here my understanding is confus ?? How is the voxel structure efficiently traced.
I simply cannot understand how the occlusion problem is fastly solved so that we know which single voxel or "cluster voxel" of which level we have to sample.
Supposed,  i am in a dark room that is filled with many boxes of different kind of sizes an i have a pocket lamp e.g. with a pyramid formed light cone
- i would see some single voxels near or far
- i would also see many different kind of boxes "clustered voxels" of different sizes which are partly occluded
How do i make a weighted sum of this ligting area ??
e.g. if i want to sample a "clustered voxel level 4" i have to take into account how much per cent of the area of this "clustered voxel" is occluded.
Please be patient with me, i really try to understand but maybe i need some more explanation than others
best regards evelyn

• Hi guys, when I do picking followed by ray-plane intersection the results are all wrong. I am pretty sure my ray-plane intersection is correct so I'll just show the picking part. Please take a look:

// get projection_matrix DirectX::XMFLOAT4X4 mat; DirectX::XMStoreFloat4x4(&mat, projection_matrix); float2 v; v.x = (((2.0f * (float)mouse_x) / (float)screen_width) - 1.0f) / mat._11; v.y = -(((2.0f * (float)mouse_y) / (float)screen_height) - 1.0f) / mat._22; // get inverse of view_matrix DirectX::XMMATRIX inv_view = DirectX::XMMatrixInverse(nullptr, view_matrix); DirectX::XMStoreFloat4x4(&mat, inv_view); // create ray origin (camera position) float3 ray_origin; ray_origin.x = mat._41; ray_origin.y = mat._42; ray_origin.z = mat._43; // create ray direction float3 ray_dir; ray_dir.x = v.x * mat._11 + v.y * mat._21 + mat._31; ray_dir.y = v.x * mat._12 + v.y * mat._22 + mat._32; ray_dir.z = v.x * mat._13 + v.y * mat._23 + mat._33;
That should give me a ray origin and direction in world space but when I do the ray-plane intersection the results are all wrong.
If I click on the bottom half of the screen ray_dir.z becomes negative (more so as I click lower). I don't understand how that can be, shouldn't it always be pointing down the z-axis ?
I had this working in the past but I can't find my old code

• Hi,
I finally managed to get the DX11 emulating Vulkan device working but everything is flipped vertically now because Vulkan has a different clipping space. What are the best practices out there to keep these implementation consistent? I tried using a vertically flipped viewport, and while it works on Nvidia 1050, the Vulkan debug layer is throwing error messages that this is not supported in the spec so it might not work on others. There is also the possibility to flip the clip scpace position Y coordinate before writing out with vertex shader, but that requires changing and recompiling every shader. I could also bake it into the camera projection matrices, though I want to avoid that because then I need to track down for the whole engine where I upload matrices... Any chance of an easy extension or something? If not, I will probably go with changing the vertex shaders.

# DX11 How do I detect the available video memory?

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## Recommended Posts

Well, that's the question. I HAD a method in DX9, but I can't seem to find my example. I don't even think it would work with DX11 anyway.

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That's a place to start, but I would like to have the available as the program runs; creating and destroying textures..... I do need what you showed me, but I need more.

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I compared the memory info with what DX Caps program was showing me. It turns out my program is using the on-board video card and not my NVIDIA card. I have tried to change which adapter it uses, but it keeps crashing on my "EnumOutputs()" function.

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I do need what you showed me, but I need more.

Think you need to include what else you are looking for or are in need of.

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on-the-fly amount of available video memory.

NEW: my laptop has 2 video cards available: the on-board one and the NVIDIA installed as the one I want to use for all games (which it seems to use for them except my program).

I need to learn how to tell the program that I want to use the NVIDIA instead of the on-board one. My attempts so far are failing at "EnumOutputs()" function. I need more info......STUDY!

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There's no standard way to do this prior to D3D12 :(

You can use NVAPI and AGS to talk to the user's driver directly instead of using a Windows API.

Edited by Hodgman

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I suppose I could just keep track of the memory usage and not exceed it. The reason I wanted to do it on-the-fly is that I would scale down images to keep it away from the limit as needed.

Hodgeman, do you know of an easy to read example to select the second video card? I know it can be done because the DX examples can do it. The problem with the DX examples is that they are VERY hard to follow. Here is a code snippet of the problem area:

	result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
if(FAILED(result))
{
MessageBox(hWnd, "create factory.", "Error", MB_OK);
return false;
}

UINT q=0;
testString+=*vString(q)+" ";
for (int z=0;z<128;z++){
if (pDesc.Description[z]!='\0')
testString+=pDesc.Description[z];
else break;
}
testString+="\n";
q++;
}

// Use the factory to create an adapter for the primary graphics interface (video card).
if(FAILED(result))
{
return false;
}

// Enumerate the primary adapter output (monitor).
if(FAILED(result))
{
MessageBox(hWnd, "enum outputs.", "Error", MB_OK);
return false;
}



I can view the available video adapters by way of the string I display once D3D is running. 0 is the on-board video and 1 is the NVIDIA card. If I put a 1 in the EnumAdapters(1,&adapter) line it fails at EnumOutputs. I'm stumped.......

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It fails because the NVIDIA card doesn't have any outputs. It's how those dual GPU setups work, the final output has to go through the integrated card no matter what.
Both NVIDIA and AMD provide ways to force using the dedicated card; the easiest one is adding this to your program:
extern "C"
{
__declspec(dllexport) DWORD NvOptimusEnablement = 1;
__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
}

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DUDE! If I could upvote you more than once, it would be +100..... maybe more.

That worked. But it shows I have 3 of them and it doesn't show the on-board one.... Don't think that's too big a problem unless someone actually has multiple video cards. Since I don't, I don't know if this keeps the others from showing. Do you know if that's a problem?