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jakovo

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About jakovo

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  1. jakovo

    Weird depth buffer values

    Ah, I see... yeah, you're right... I had 0.1 / 40000. I don't know why it was set to that, but yeah... changed it and it worked properly too. Thanks!
  2. jakovo

    Weird depth buffer values

    Thanks everyone for your answers, So, I finally found the problem... it was that the terrain mesh (which is being proceduarlly generated) had the values for the vertices' position attribute (in local-space) around the millions, so looks like that was driving the GPU crazy... just forced it to stay in the thousands and everything worked as expected. (Interesting though, on Intel HD 4600 graphics there was no rendering issue) Oh well, i'm just leaving the answer here if anyone else runs in such a weird behavior.
  3. jakovo

    Weird depth buffer values

    thanks ajmiles, Yes, the depth buffer is consistent across NVidia NSight, Intel GPA and RenderDoc... and needless to say, the application renders the terrain generating holes randomly everywhere while moving the camera (i.e. they're not fixed for a different point of view).
  4. jakovo

    Weird depth buffer values

    Here's another one of the DepthBuffer with the mesh wireframe overlapped for comparison.. There seems to be a pattern with some vertices, at first I thought it might had to do with a wrong winding order of some triangles, but I have set D3D11_CULL_NONE, so if that was the case it should be drawing them regardless.
  5. jakovo

    Weird depth buffer values

    This image is a snapshot taken from NVIDIA Nsight.
  6. Hi everyone! Does anyone have a clue of what could be causing the depth buffer to look like this? I'm trying to render a single mesh of a terrain (it's easy to distinguish from the depth buffer), but it looks as if it was rendering the terrain with a weird texture on it... instead of the actual depth of the terrain. I am clearing the depth/stencil view before that so I really have no clue of why could this happen. Any ideas?
  7. forget it this post... the problem was not in the code, the source code string buffer was not ending with '\0' so that caused compilation issues...   sorry for taking your time!
  8. Hi everyone,   Is there any particular restriction on the number of SSBO I can use in a compute shader?...   in the code below, as soon as I write the code of Input2 the code fails to compile... if I remove it the compilation goes ok. #extension GL_ARB_compute_shader : enable #extension GL_ARB_shader_storage_buffer_object : enable layout(std430) buffer; layout(binding = 0) buffer Input0 { float array1[]; }; layout(binding = 1) buffer Input1 { float array2[]; }; // if I only remove this one, the code compiles ok layout(binding = 2) buffer Input2 { float array3[]; } layout(local_size_x = 128) in; void main() { } . I did a search to see if there were any restrictions on the number of SSBO I can use or something, but nothing that could hint at what might be the problem... any ideas?
  9. Is there any good material out there about writing an engine for Dx12/Vulkan?...   I'm starting to get into DX12/Vulkan, I've written a small engine for Dx11/9 before, but as I understand, writing an engine for the new APIs requieres a different approach, and its architecture should be somehow different from that of traditional DX11/OpenGL...  so I'd like to read a little bit about what should I keep in mind when re-writing my engine for the new APIs.   Thanks
  10. jakovo

    Custom Shader Builder

    Thanks Hodgman,   That's sounds exactly for what I was looking for. So I just have to create a C# app which runs the fx compiler with the different arguments, and tell Visual Studio to use that app when building the solution, instead of fxc.exe... sounds much easier than I initially thought.   I thought I'd have to build some kind of VisualStudio macro of such.   Thanks!
  11. Hi everyone,   I want to make a custom shader builder for my shaders, so that I can build multiple times the same file setting different #defines... this way I can write a shader once, with multiple #defines setting the behaivor for when the engine provides a normalmap or uses x number of lights, if it has transparency, etc.   I believe this is called an Ubershader.     Has anyone built a custom builder in VisualStudio to do something like this? Or does anyone know of examples at how it can be done?.. I have no idea how to tell VisualStudio to build multiple times the same file passing different arguments.   Thanks!
  12. I've worked a couple of games were we did this splitting... in both cases we had the engine know what bone would be used to split an animation from...   For example, your artist could create a running animation, a shooting animation independently....this way we set to use the pelvis as the spliting bone... so you could run the shooting animation from the pelvis upwards (ignoring it from the pelvis downwards), and the running animation from the pelvis downwards (ignoring the upper part of the animation).... and you would get a "running and shooting" animation....    The same could be done with the head, we could specify the neckbone for splitting animations, so that we could rotate the head depending on where the user was looking at (not animated by the arstist), and everything below would be animated accordingly depending on the current action by the player (running, shooting, standing still, etc).
  13.   Being C++ an extension of C, at the core there's really not much difference between both of them... C++ just adds new stuff to the language, abstracts some others and fixes a few little things here and there, to the point that you could almost compile C code on a C++ compiler without problems... so, by learning C you're already learning the basics of C++...   Also C makes you think more at the metal level, you could easily figure out the assembly produced by your code in C... and that's good... if you then move to C++ and see how it abstracted some things, you can figure out what's going on on those abstractions (nothing is pure magic), and you can decide if it's good for what you're doing or not...   But don't give it too much thought, as long as you understand what's going on with the code you write no matter what you learn first or after... the important thing is to take the next step in your career ;)
  14. What about creating a "transitional group of cells"?   You can easily check if the whole cell is within the LOD distance or just part of it... if it's just partially within the LOD distance you know what side of your cell is in the LOD n and which in the LOD n-1... so you create a transitional group of cells which holds the positions from the lowest LOD on one side, and the positions of the highest LOD on the other, and interpolate the in-between vertices position of that group from LOD n to LOD n-1...
  15. jakovo

    PBR 3D Models

    complementing what Hodgman already said, you can find a nice guide to PBR in this Alegoritmic's two-part PBR Guide for free (targeted mainly for artists, but technical enough for programmers as well).   And in a couple of months Matt Pharr and others will release the Third Edition of the book Physically Based Rendering From Theory to Implementation.   Hope that helps!
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