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    • 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.
    • By evelyn4you
      Hello,
      i try to implement voxel cone tracing in my game engine.
      I have read many publications about this, but some crucial portions are still not clear to me.
      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
       
       
    • By Endemoniada

      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
      Please help. Thank you.
    • By turanszkij
      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.
    • By Ty Typhoon
      I like to build my A - Team now.
       
      I need loyal people who can trust and believe in a dream.
      If you got time and no need for direct pay please contact me now.
       
      We cant pay now, you will recieve a lifetime percentage if the released game will give earnings. 
      If I get the best people together for a team, everything should be possible.
       
       
      What i need:
      - Programmer c++
      - Unity / Unreal - we must check whats possible, please share your experience with me.
      - Sculpter, 3D Artist
      - Animator
      - Marketing / Promotion 
       
       
      What i do:
      - Studio Owner
      - Director
      - Recruit exactly you
      - Sounddesign
      - Main theme composing
      - Vocals
      - Game design
      - Gun, swords, shields and weapon design
      - Character, plants and animal design
       
       
      Please dont ask about the Name of the Game, about Designs or Screenshots.
      The game will be defintitly affected about our and your skills if you join the team.
       
       
      Planned for the big Game:
      - 1st person shooter
      - online multiplayer
      - character manipulation
      - complete big open world with like lifetime actions and reactions
      - gunstore with many items to buy
      - many upgrades for players
      - specials like mini games
       
      So if you are interested in joining a team with a nearly complete game idea, contact me now and tell me what you can do.
       
      discord:
      joerg federmann composing#2898
       
       
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IDXGIFactory::MakeWindowAssociation has no effect

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bool InitDirect3D::Init()
{
	if (!D3DApp::Init())
	{
		return false;
	}

	//Additional Initialization

	//Disable Alt+Enter Fullscreen Toggle shortkey
	IDXGIFactory* factory;
	CreateDXGIFactory(__uuidof(IDXGIFactory), reinterpret_cast<void**>(&factory));
	factory->MakeWindowAssociation(mhWindow, DXGI_MWA_NO_WINDOW_CHANGES);
	factory->Release();

	return true;
}

 

As stated on the title and displayed on the code above, regardless of it Alt+Enter still takes effect...

I recall something from the book during the swapChain creation, where in order to create it one has to use the same factory used to create the ID3D11Device, therefore I tested and indeed using that same factory indeed it work.

How is that one particular factory related to my window and how come the MakeWindowAssociation won't take effect with a newly created factory?

Also what's even the point of being able to create this Factories if they won't work,?(except from that one associated with the ID3D11Device) :/

Edited by MarcusAseth

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5 hours ago, Alessio1989 said:

Do you check the function return value?

Just did, returned S_OK so no error there.

Edit: I checked the factory creation, let me check the function below it as well

Thas is S_OK too, no errors.

Edited by MarcusAseth

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No the flag is correct, it stops ALT+Enter  if the function is called with the same factory used to create the Device, I tested it.

Is stated in the msdn as well, 

Quote

Applications that want to handle mode changes or Alt+Enter themselves should call MakeWindowAssociation with the DXGI_MWA_NO_WINDOW_CHANGES flag after swap chain creation.

Calling MakeWindowAssociation with the DXGI_MWA_NO_WINDOW_CHANGES flag after swapchain creation ensures that DXGI will not interfere with application's handling of window mode changes or Alt+Enter.

Basically is more generic than the Alt Enter flag from what I can tell

Edited by MarcusAseth

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