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DX11 Texture aspect ratio - Does it matter?

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Would a 1024x16384 texture generally perform as well as a 4096x4096 texture? Memory wise they should be the same but perhaps having such a large dimension as 16384 would be worse anyway?

 

I'm considering making a texture atlas like a long strip where it would be tilable in one direction.

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10 minutes ago, CarlML said:

Would a 1024x16384 texture generally perform as well as a 4096x4096 texture?

Normally as long as you use power of two on both axis your fine. So 64x 1024 is fine. However most graphics cards in use now supports 4K not 16K. So more computers can use 4096x4096 than 1024x16384.

You will be storing the same amount of data but will have more problems with the 16K one. There is no real reason you can't do it, just that more computers will have a problem with it.

Most DirectX 11 cards can read 16K textures. Still more than 50% of the worlds population don't have graphics cards that support DirectX11. The number grows if we include mobiles. 

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Thanks for the reply. The game will have a minimum requirement of Directx 11. From what I understand of these resource limits all directx 11 cards are required to support a texture width/height of 16384:

https://msdn.microsoft.com/en-us/library/windows/desktop/ff819065(v=vs.85).aspx

 

What would be the drawback of having a non power of 2 texture size like 1024x10240 (1024*10)?

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1 minute ago, CarlML said:

What would be the drawback of having a non power of 2 texture size like 1024x10240 (1024*10)?

A list to big to post here.

In short computers work with 0 and 1. So there is 2 possible states. This means computers work from the root up in power of two. That would mean performance problems and calculation problems if you don't use power of two.

Take mip maps, they are formed using a cubic calculation. So 1024 -> 512 -> 256 -> 128. Also because each mip is half the size of the other before it they can all fit on one texture of the same size. So your 1024 can use a 1024 texture to store all it's mips.

now if you broke the power of two rule, the mips can't be formed using the same calculations. So most engines just disable mips for none power of two textures. This leads to performance problems and noisy looking textures.

 

The good news is there is an easy fix. You can just fill the rest of the texture with black pixels till you reach the nearest power of two. So a 1000x1000 texture is converted to 1024x1024 with black edges. This fixes all calculation problems and you can still pull the 1000x1000 from the other image.

A atlas is also intended to fix this. Say you had 10 buttons of 250x100 pixels you could fit them all on a 1024*1024 texture and have space for more buttons. So instead of having 10 bad textures you have 1 good texture. This saves a lot of performance.

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Thanks, yeah mipmaps is a big thing. 1024x8192 might not be enough for my purposes though so the next step would be 1024x16384. That is a lot... but perhaps it would not be a bigger deal than having a 4096x4096 texure, as long as the card supports the size?

Edited by CarlML

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Why are you hooked on 1024x16384 for an atlas when 4096x4096 is the same thing and supported on more cards?  Unless your textures are 1024 in width going into the taller one you're going to be implementing a full featured texture atlas class/suite anyways. 

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4 minutes ago, Mike2343 said:

Why are you hooked on 1024x16384 for an atlas when 4096x4096 is the same thing and supported on more cards?  Unless your textures are 1024 in width going into the taller one you're going to be implementing a full featured texture atlas class/suite anyways. 

The idea is to have it be tilable in one direction. Tiling parts of a 4096x4096 texture is tricky.

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3 minutes ago, CarlML said:

The idea is to have it be tilable in one direction. Tiling parts of a 4096x4096 texture is tricky.

You can still make it tile in one direction. To be clear a atlas is only where you store a texture.

Think of this 1024*64 as your long one.

long.thumb.jpg.b9df2691ef56f9e860d3a6383060471c.jpg

Now I can just store it as 256*256:

Fat.jpg.fccede8ec31b15c7d8c51085fb805db5.jpg

See it's still tiling in the same direction, there was no need to have it tiling in a new direction.

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1 minute ago, Scouting Ninja said:

You can still make it tile in one direction. To be clear a atlas is only where you store a texture.

Think of this 1024*64 as your long one.

long.thumb.jpg.b9df2691ef56f9e860d3a6383060471c.jpg

Now I can just store it as 256*256:

Fat.jpg.fccede8ec31b15c7d8c51085fb805db5.jpg

See it's still tiling in the same direction, there was no need to have it tiling in a new direction.

Each square would be a different 1024x1024 texture so it would not tile like that. I can be done if the mesh is split up and repeated but that gets tricky with irregular geometry and the mipmapping makes other parts of the atlas bleed into the texture, so you need pixel borders for that. With the atlas in a long strip none of that would be necessary.

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6 minutes ago, CarlML said:

With the atlas in a long strip none of that would be necessary.

How so? Pixels will still bleed into each other if you use the wrong types of mips and irregular geometry stays the same no matter if the texture is long or square.

Changing the shape of your texture does not change the way it all works.

Can you show a small example of what your trying to do? 

Edited by Scouting Ninja

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Just now, Scouting Ninja said:

How so? Pixels will still bleed into each other if you use the wrong types of mips and irregular geometry stays the same no matter if the texture is long or square.

Changing the shape of your texture does not change the way it all works.

Can you show a small example of what your trying to do? 

In your first example image each 64x64 part should tile in the up direction, not horizontally. With them layed out like that each part will be tiled automatically in the shader, in one direction.

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Just now, CarlML said:

In your first example image each 64x64 part should tile in the up direction, not horizontally. With them layed out like that each part will be tiled automatically in the shader, in one direction.

long2.thumb.jpg.8480a3d3f792ce913bd4458e116a0626.jpg

Fat2.jpg.92d21bbfeff6b487e48777adf6cb5dff.jpg

Same thing, just less friendly to use by the post.

4 minutes ago, CarlML said:

With them layed out like that each part will be tiled automatically in the shader, in one direction.

This won't matter, your shader can read it both ways.

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4 minutes ago, Scouting Ninja said:

long2.thumb.jpg.8480a3d3f792ce913bd4458e116a0626.jpg

Fat2.jpg.92d21bbfeff6b487e48777adf6cb5dff.jpg

Same thing, just less friendly to use by the post.

It only tiles becuase you have the same image in every square... There is no use having an atlas with the same texture repeated. Nothing would tile naturally if you have a unique texture in each square.

Again, in the top example it should tile the other way for the idea to work.

Edited by CarlML

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1 minute ago, CarlML said:

It only tiles becuase you have the same image in every square... There is no use having an atlas with the same texture repeated. Nothing would tile naturally if you have a unique texture in each square.

I am a professional artist, making textures that tile is 25% part of my job. I promise you there are no textures I can't make tile. If you wait a while I will make the texture using some google images.

So what your saying is that your shader is going to scroll down from above to change the background? Will this be like a side scroller platformer but down words?

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I also want to point out that if your yous storing textures of game objects, the only thing that matters is that the UV map is mapped correctly. The whole point of UV maps is to find parts of a texture no matter where they are.

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7 minutes ago, Scouting Ninja said:

I am a professional artist, making textures that tile is 25% part of my job. I promise you there are no textures I can't make tile. If you wait a while I will make the texture using some google images.

So what your saying is that your shader is going to scroll down from above to change the background? Will this be like a side scroller platformer but down words?

For a texture to tile it needs to have the same values on each side. A texture atlas is basically just a big texture so the same rules apply for that. Your second example would not tile at all unless you repeat the mesh using the same part of the texture, it won't tile over a single face for example.

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10 minutes ago, CarlML said:

Your second example would not tile at all unless you repeat the mesh using the same part of the texture, it won't tile over a single face for example.

It's difficult to figure out what your trying to do from this. If your moving the pixel buffer it won't matter, it's an array anyway but if you plan on scrolling with the UV then it will matter.

If you also plan on tiling the texture to make a larger texture it will also matter but you plan to do it in only one direction there are easier ways to do it.

What is it you want to do?

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13 minutes ago, Scouting Ninja said:

It's difficult to figure out what your trying to do from this. If your moving the pixel buffer it won't matter, it's an array anyway but if you plan on scrolling with the UV then it will matter.

If you also plan on tiling the texture to make a larger texture it will also matter but you plan to do it in only one direction there are easier ways to do it.

What is it you want to do?

When the uv´'s go outside 0.0<->1.0 the texture is automatically wrapped and tiled, this only works if the texture is layed out as I described. Having to align all faces to the uv borders of the local texture in the atlas is not a pleasant thing, especially for irregular geometry. With my example you can go over the uv borders freely, in one direction. So for an example you can tile a wall texture across a long wall consisting of only two triangles.

Edited by CarlML

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11 minutes ago, CarlML said:

When the uv´'s go outside 0.0<->1.0 the texture is automatically wrapped and tiled

To do this with the UV just use a long polygon cut into X amount as your rows. And scroll the object instead of the UV map. 1 vs 4 polygons won't matter and is very easy to do.

Here is what I mean:

Example.jpg.a60f46f0ca1dd6775071034ad24f2e5f.jpg

See you use 4 polygons to make the rows into long strips. Here is the texture used in the example.

1uickLong.thumb.jpg.083d32dc088afba69cd83afc1350798e.jpg

QuickFat.jpg.a4be5c631aa2cfddbf7fc4dc82b5fbf8.jpg

I only made 5 images seamless, to show how it works. 5 is odd so they don't end up side by side.

 

Else you need to learn how pixels are stored in the buffer so you can scroll them. Or you can just stick with what you have and make DirectX 11 computers the target.

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Nothing in that image tiles when uv's go outside 0.0<->1.0, as it should. That's the point. Splitting up and tiling the mesh is not a good option, it might sound easy when it comes to square polygons but it becomes a headache when dealing with something like an irregular cliff wall that is not easily divided into square chunks. You're likely to get visible seams then, especially when using parallax occlusion mapping, which I am. With parallax occlusion mapping you're likely to spot areas outside the texture area when viewing it at oblique angles. Having it tiling fully counters that somewhat.

Edited by CarlML

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17 minutes ago, CarlML said:

but it becomes a headache when dealing with something like an irregular cliff wall that is not easily divided into square chunks.

Can you show and example of your cliff wall or anything. At this point I am stabbing in the dark. 

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I want to tile the texture using uv's... If you won't let me have that then there's not much more to say. ;)

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22 minutes ago, CarlML said:

If you won't let me have that then there's not much more to say. ;)

What I am pointing out is what your doing isn't normally done. Working with textures this way is could to lead to unnecessary problems.

The question is if it matters, but the answer will always be: it depends.

If you plan on doing this only once or twice then chances are low that it will impact your game. Keep doing with all your textures and you will be wasting a lot of resources. Doing it once already prevents the game from working on all computers.

A atlas is made to map any object and any shape. Texture bleeding only happens when you use poor UV maps or auto UV maps.

 

I hope that somewhere among this you have found a suitable answer. Good luck with your game.

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How would it waste resources? It would in fact save a lot of geometry (and time). The concept itself is solid but the question is if the size of the texture is preventive,  which is why I'm here asking. DirectX 11 is already required for the game so that won't change because of this.

Edited by CarlML

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      Binding Shader Resources
      Direct3D11 and OpenGL utilize fine-grain resource binding models, where an application binds individual buffers and textures to certain shader or program resource binding slots. Direct3D12 uses a very different approach, where resource descriptors are grouped into tables, and an application can bind all resources in the table at once by setting the table in the command list. Resource binding model in Diligent Engine is designed to leverage this new method. It introduces a new object called shader resource binding that encapsulates all resource bindings required for all shaders in a certain pipeline state. It also introduces the classification of shader variables based on the frequency of expected change that helps the engine group them into tables under the hood:
      Static variables (SHADER_VARIABLE_TYPE_STATIC) are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. Mutable variables (SHADER_VARIABLE_TYPE_MUTABLE) define resources that are expected to change on a per-material frequency. Examples may include diffuse textures, normal maps etc. Dynamic variables (SHADER_VARIABLE_TYPE_DYNAMIC) are expected to change frequently and randomly. Shader variable type must be specified during shader creation by populating an array of ShaderVariableDesc structures and initializing ShaderCreationAttribs::Desc::VariableDesc and ShaderCreationAttribs::Desc::NumVariables members (see example of shader creation above).
      Static variables cannot be changed once a resource is bound to the variable. They are bound directly to the shader object. For instance, a shadow map texture is not expected to change after it is created, so it can be bound directly to the shader:
      PixelShader->GetShaderVariable( "g_tex2DShadowMap" )->Set( pShadowMapSRV ); Mutable and dynamic variables are bound via a new Shader Resource Binding object (SRB) that is created by the pipeline state (IPipelineState::CreateShaderResourceBinding()):
      m_pPSO->CreateShaderResourceBinding(&m_pSRB); Note that an SRB is only compatible with the pipeline state it was created from. SRB object inherits all static bindings from shaders in the pipeline, but is not allowed to change them.
      Mutable resources can only be set once for every instance of a shader resource binding. Such resources are intended to define specific material properties. For instance, a diffuse texture for a specific material is not expected to change once the material is defined and can be set right after the SRB object has been created:
      m_pSRB->GetVariable(SHADER_TYPE_PIXEL, "tex2DDiffuse")->Set(pDiffuseTexSRV); In some cases it is necessary to bind a new resource to a variable every time a draw command is invoked. Such variables should be labeled as dynamic, which will allow setting them multiple times through the same SRB object:
      m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); Under the hood, the engine pre-allocates descriptor tables for static and mutable resources when an SRB objcet is created. Space for dynamic resources is dynamically allocated at run time. Static and mutable resources are thus more efficient and should be used whenever possible.
      As you can see, Diligent Engine does not expose low-level details of how resources are bound to shader variables. One reason for this is that these details are very different for various APIs. The other reason is that using low-level binding methods is extremely error-prone: it is very easy to forget to bind some resource, or bind incorrect resource such as bind a buffer to the variable that is in fact a texture, especially during shader development when everything changes fast. Diligent Engine instead relies on shader reflection system to automatically query the list of all shader variables. Grouping variables based on three types mentioned above allows the engine to create optimized layout and take heavy lifting of matching resources to API-specific resource location, register or descriptor in the table.
      This post gives more details about the resource binding model in Diligent Engine.
      Setting the Pipeline State and Committing Shader Resources
      Before any draw or compute command can be invoked, the pipeline state needs to be bound to the context:
      m_pContext->SetPipelineState(m_pPSO); Under the hood, the engine sets the internal PSO object in the command list or calls all the required native API functions to properly configure all pipeline stages.
      The next step is to bind all required shader resources to the GPU pipeline, which is accomplished by IDeviceContext::CommitShaderResources() method:
      m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); The method takes a pointer to the shader resource binding object and makes all resources the object holds available for the shaders. In the case of D3D12, this only requires setting appropriate descriptor tables in the command list. For older APIs, this typically requires setting all resources individually.
      Next-generation APIs require the application to track the state of every resource and explicitly inform the system about all state transitions. For instance, if a texture was used as render target before, while the next draw command is going to use it as shader resource, a transition barrier needs to be executed. Diligent Engine does the heavy lifting of state tracking.  When CommitShaderResources() method is called with COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES flag, the engine commits and transitions resources to correct states at the same time. Note that transitioning resources does introduce some overhead. The engine tracks state of every resource and it will not issue the barrier if the state is already correct. But checking resource state is an overhead that can sometimes be avoided. The engine provides IDeviceContext::TransitionShaderResources() method that only transitions resources:
      m_pContext->TransitionShaderResources(m_pPSO, m_pSRB); In some scenarios it is more efficient to transition resources once and then only commit them.
      Invoking Draw Command
      The final step is to set states that are not part of the PSO, such as render targets, vertex and index buffers. Diligent Engine uses Direct3D11-syle API that is translated to other native API calls under the hood:
      ITextureView *pRTVs[] = {m_pRTV}; m_pContext->SetRenderTargets(_countof( pRTVs ), pRTVs, m_pDSV); // Clear render target and depth buffer const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); m_pContext->ClearDepthStencil(nullptr, CLEAR_DEPTH_FLAG, 1.f); // Set vertex and index buffers IBuffer *buffer[] = {m_pVertexBuffer}; Uint32 offsets[] = {0}; Uint32 strides[] = {sizeof(MyVertex)}; m_pContext->SetVertexBuffers(0, 1, buffer, strides, offsets, SET_VERTEX_BUFFERS_FLAG_RESET); m_pContext->SetIndexBuffer(m_pIndexBuffer, 0); Different native APIs use various set of function to execute draw commands depending on command details (if the command is indexed, instanced or both, what offsets in the source buffers are used etc.). For instance, there are 5 draw commands in Direct3D11 and more than 9 commands in OpenGL with something like glDrawElementsInstancedBaseVertexBaseInstance not uncommon. Diligent Engine hides all details with single IDeviceContext::Draw() method that takes takes DrawAttribs structure as an argument. The structure members define all attributes required to perform the command (primitive topology, number of vertices or indices, if draw call is indexed or not, if draw call is instanced or not, if draw call is indirect or not, etc.). For example:
      DrawAttribs attrs; attrs.IsIndexed = true; attrs.IndexType = VT_UINT16; attrs.NumIndices = 36; attrs.Topology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pContext->Draw(attrs); For compute commands, there is IDeviceContext::DispatchCompute() method that takes DispatchComputeAttribs structure that defines compute grid dimension.
      Source Code
      Full engine source code is available on GitHub and is free to use. The repository contains tutorials, sample applications, asteroids performance benchmark and an example Unity project that uses Diligent Engine in native plugin.
      Atmospheric scattering sample demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to multiple render targets, using compute shaders and unordered access views, etc.

      Asteroids performance benchmark is based on this demo developed by Intel. It renders 50,000 unique textured asteroids and allows comparing performance of Direct3D11 and Direct3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures.

      Finally, there is an example project that shows how Diligent Engine can be integrated with Unity.

      Future Work
      The engine is under active development. It currently supports Windows desktop, Universal Windows, Linux, Android, MacOS, and iOS platforms. Direct3D11, Direct3D12, OpenGL/GLES backends are now feature complete. Vulkan backend is coming next, and Metal backend is in the plan.
    • By trojanfoe
      I hope this is the right place to ask questions about DirectXTK which aren't really about graphics, if not please let me know a better place.
      Can anyone tell me why I cannot do this:
      DirectX::SimpleMath::Rectangle rectangle = {...}; RECT rect = rectangle; or
      RECT rect = static_cast<RECT>(rectangle); or
      const RECT rect(m_textureRect); despite Rectangle having the following operator RECT:
      operator RECT() { RECT rct; rct.left = x; rct.top = y; rct.right = (x + width); rct.bottom = (y + height); return rct; } VS2017 tells me:
      error C2440: 'initializing': cannot convert from 'const DirectX::SimpleMath::Rectangle' to 'const RECT' Thanks in advance
    • By isu diss
      I'm trying to duplicate vertices using std::map to be used in a vertex buffer. I don't get the correct index buffer(myInds) or vertex buffer(myVerts). I can get the index array from FBX but it differs from what I get in the following std::map code. Any help is much appreciated.
      struct FBXVTX { XMFLOAT3 Position; XMFLOAT2 TextureCoord; XMFLOAT3 Normal; }; std::map< FBXVTX, int > myVertsMap; std::vector<FBXVTX> myVerts; std::vector<int> myInds; HRESULT FBXLoader::Open(HWND hWnd, char* Filename, bool UsePositionOnly) { HRESULT hr = S_OK; if (FBXM) { FBXIOS = FbxIOSettings::Create(FBXM, IOSROOT); FBXM->SetIOSettings(FBXIOS); FBXI = FbxImporter::Create(FBXM, ""); if (!(FBXI->Initialize(Filename, -1, FBXIOS))) { hr = E_FAIL; MessageBox(hWnd, (wchar_t*)FBXI->GetStatus().GetErrorString(), TEXT("ALM"), MB_OK); } FBXS = FbxScene::Create(FBXM, "REALMS"); if (!FBXS) { hr = E_FAIL; MessageBox(hWnd, TEXT("Failed to create the scene"), TEXT("ALM"), MB_OK); } if (!(FBXI->Import(FBXS))) { hr = E_FAIL; MessageBox(hWnd, TEXT("Failed to import fbx file content into the scene"), TEXT("ALM"), MB_OK); } FbxAxisSystem OurAxisSystem = FbxAxisSystem::DirectX; FbxAxisSystem SceneAxisSystem = FBXS->GetGlobalSettings().GetAxisSystem(); if(SceneAxisSystem != OurAxisSystem) { FbxAxisSystem::DirectX.ConvertScene(FBXS); } FbxSystemUnit SceneSystemUnit = FBXS->GetGlobalSettings().GetSystemUnit(); if( SceneSystemUnit.GetScaleFactor() != 1.0 ) { FbxSystemUnit::cm.ConvertScene( FBXS ); } if (FBXI) FBXI->Destroy(); FbxNode* MainNode = FBXS->GetRootNode(); int NumKids = MainNode->GetChildCount(); FbxNode* ChildNode = NULL; for (int i=0; i<NumKids; i++) { ChildNode = MainNode->GetChild(i); FbxNodeAttribute* NodeAttribute = ChildNode->GetNodeAttribute(); if (NodeAttribute->GetAttributeType() == FbxNodeAttribute::eMesh) { FbxMesh* Mesh = ChildNode->GetMesh(); if (UsePositionOnly) { NumVertices = Mesh->GetControlPointsCount();//number of vertices MyV = new XMFLOAT3[NumVertices]; for (DWORD j = 0; j < NumVertices; j++) { FbxVector4 Vertex = Mesh->GetControlPointAt(j);//Gets the control point at the specified index. MyV[j] = XMFLOAT3((float)Vertex.mData[0], (float)Vertex.mData[1], (float)Vertex.mData[2]); } NumIndices = Mesh->GetPolygonVertexCount();//number of indices MyI = (DWORD*)Mesh->GetPolygonVertices();//index array } else { FbxLayerElementArrayTemplate<FbxVector2>* uvVertices = NULL; Mesh->GetTextureUV(&uvVertices); int idx = 0; for (int i = 0; i < Mesh->GetPolygonCount(); i++)//polygon(=mostly triangle) count { for (int j = 0; j < Mesh->GetPolygonSize(i); j++)//retrieves number of vertices in a polygon { FBXVTX myVert; int p_index = 3*i+j; int t_index = Mesh->GetTextureUVIndex(i, j); FbxVector4 Vertex = Mesh->GetControlPointAt(p_index);//Gets the control point at the specified index. myVert.Position = XMFLOAT3((float)Vertex.mData[0], (float)Vertex.mData[1], (float)Vertex.mData[2]); FbxVector4 Normal; Mesh->GetPolygonVertexNormal(i, j, Normal); myVert.Normal = XMFLOAT3((float)Normal.mData[0], (float)Normal.mData[1], (float)Normal.mData[2]); FbxVector2 uv = uvVertices->GetAt(t_index); myVert.TextureCoord = XMFLOAT2((float)uv.mData[0], (float)uv.mData[1]); if ( myVertsMap.find( myVert ) != myVertsMap.end() ) myInds.push_back( myVertsMap[ myVert ]); else { myVertsMap.insert( std::pair<FBXVTX, int> (myVert, idx ) ); myVerts.push_back(myVert); myInds.push_back(idx); idx++; } } } } } } } else { hr = E_FAIL; MessageBox(hWnd, TEXT("Failed to create the FBX Manager"), TEXT("ALM"), MB_OK); } return hr; } bool operator < ( const FBXVTX &lValue, const FBXVTX &rValue) { if (lValue.Position.x != rValue.Position.x) return(lValue.Position.x < rValue.Position.x); if (lValue.Position.y != rValue.Position.y) return(lValue.Position.y < rValue.Position.y); if (lValue.Position.z != rValue.Position.z) return(lValue.Position.z < rValue.Position.z); if (lValue.TextureCoord.x != rValue.TextureCoord.x) return(lValue.TextureCoord.x < rValue.TextureCoord.x); if (lValue.TextureCoord.y != rValue.TextureCoord.y) return(lValue.TextureCoord.y < rValue.TextureCoord.y); if (lValue.Normal.x != rValue.Normal.x) return(lValue.Normal.x < rValue.Normal.x); if (lValue.Normal.y != rValue.Normal.y) return(lValue.Normal.y < rValue.Normal.y); return(lValue.Normal.z < rValue.Normal.z); }  
    • By Karol Plewa
      Hi, 
       
      I am working on a project where I'm trying to use Forward Plus Rendering on point lights. I have a simple reflective scene with many point lights moving around it. I am using effects file (.fx) to keep my shaders in one place. I am having a problem with Compute Shader code. I cannot get it to work properly and calculate the tiles and lighting properly. 
       
      Is there anyone that is wishing to help me set up my compute shader?
      Thank you in advance for any replies and interest!
    • By turanszkij
      Hi, right now building my engine in visual studio involves a shader compiling step to build hlsl 5.0 shaders. I have a separate project which only includes shader sources and the compiler is the visual studio integrated fxc compiler. I like this method because on any PC that has visual studio installed, I can just download the solution from GitHub and everything just builds without additional dependencies and using the latest version of the compiler. I also like it because the shaders are included in the solution explorer and easy to browse, and double-click to open (opening files can be really a pain in the ass in visual studio run in admin mode). Also it's nice that VS displays the build output/errors in the output window.
      But now I have the HLSL 6 compiler and want to build hlsl 6 shaders as well (and as I understand I can also compile vulkan compatible shaders with it later). Any idea how to do this nicely? I want only a single project containing shader sources, like it is now, but build them for different targets. I guess adding different building projects would be the way to go that reference the shader source project? But how would they differentiate from shader type of the sources (eg. pixel shader, compute shader,etc.)? Now the shader building project contains for each shader the shader type, how can other building projects reference that?
      Anyone with some experience in this?
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