I would need some assistance from anyone who has a similar experience
or a nice idea!
I have created a skybox (as cube) and now I need to add a floor/ground.
The skybox is created from cubemap and initially it was infinite.
Now it is finite with a specific size. The floor is a quad in the middle
of the skybox, like a horizon.
I have two problems:
When moving the skybox upwards or downwards, I need to
sample from points even above the horizon while sampling
from the botton at the same time. I am trying to create a seamless blending of the texture
at the points of the horizon, when the quad is connected
to the skybox. However, I get skew effects. Does anybody has done sth similar?
Is there any good practice?
I am implementing baking in our engine.I met a problem about how to assignment per object uv in lightmap atlas.
I am using UVAtlas to generate lightmap uv, most unwrapped mesh has a uv range [0, 1), no matter how big they are. I wanna them have same uv density so to packing them well in lightmap atlas.I have tried thekla_atlas to do the same thing too, but it seems that it can not unwrap uv according mesh size.
As far as I can see, unwrapping uv coordinates using its world space can solve this, all meshes share a same scale.But I don't hope to spend a lot of time to write these code and debug them.I am wandering is there exist some methods I don't know that can scale each lightmap uv to a same density.
Thanks in advance. : )
By Nikita Sidorenko
I'm making render just for fun (c++, opengl)
Want to add decals support. Here what I found
A couple of slides from doom
http://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf Decals but deferred
No implementation details here
As I see there should be a list of decals for each tile same as for light sources. But what to do next?
Let assume that all decals are packed into a spritesheet. Decal will substitute diffuse and normal.
- What data should be stored for each decal on the GPU?
- Articles above describe decals as OBB. Why OBB if decals seem to be flat?
- How to actually render a decal during object render pass (since it's forward)? Is it projected somehow? Don't understand this part completely.
Are there any papers for this topic?
I wanted to experiment D3D12 development and decided to run some tutorials: Microsoft DirectX-Graphics-Samples, Braynzar Soft, 3dgep...Whatever sample I run, I've got the same crash.
All the initialization process is going well, no error, return codes ok, but as soon as the Present method is invoked on the swap chain, I'm encountering a crash with the following call stack:
The crash is an access violation to a null pointer ( with an offset of 0x80 )
I'm working on a notebook, a toshiba Qosmio x870 with two gpu's: an integrated Intel HD 4000 and a dedicated NVIDIA GTX 670M ( Fermi based ). The HD 4000 is DX11 only and as far as I understand the GTX 670M is DX12 with a feature level 11_0.
I checked that the good adapter was chosen by the sample, and when the D3D12 device is asked in the sample with a 11_0 FL, it is created with no problem. Same for all the required interfaces ( swap chain, command queue...).
I tried a lot of things to solve the problem or get some info, like forcing the notebook to always use the NVIDIA gpu, disabling the debug layer, asking for a different feature level ( by the way 11_0 is the only one that allows me to create the device, any other FL will fail at device creation )...
I have the latest NVIDIA drivers ( 391.35 ), the latest Windows 10 sdk ( 10.0.17134.0 ) and I'm working under
Visual Studio 2017 Community.
Thanks to anybody who can help me find the problem...