jrmcv

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About jrmcv

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  1. Thanks, I'm glad you like it! Yeah, Flash has improved a lot recently. Its a very similar pipeline to DirectX 9 in the way you set states and then call draw functions with a final present call each frame. Most of my experience is with DirectX and C++ but my job for the past 5 years has been Actionscript programming so I was pretty excited when they finally introduced Stage3D. I think the main problem in pushing it so far is the AGAL language as its pretty inaccessible. This project was supposed to improve on that by giving a higher level language much like HLSL or GLSL that would compile to AGAL instructions. This isn't that complicated on a basic level but creating optimized AGAL from a high level language was my biggest challenge and its still not perfect. Hopefully it will still come in useful to some though.    EDIT: many typos
  2. Stage3D is a relatively new addition to Adobe Flash player and compiling shaders can be difficult and cumbersome to write in AGAL.   HLAG is a compiler written in Adobe AIR that compiles a high level shader language to AGAL instructions for use in Flash or AIR Stage3D. It has an integrated preview window to test shaders after compilation with tools to manipulate shader parameters in real time. It also supports multiple passes and preprocessor constant permutations for export. Shaders are exported as XML data that can be parsed and integrated in to any Stage3D application.     This version is a windows stand alone application for this release but will be provided as an AIR application for multiple platforms after the test releases. There is currently no scroll bar for the source window but you can use the mouse wheel as a replacement for the time being. The UI parts still need a lot more work but the compiler and export tools should all work correctly. There will be bugs which is why it is currently just an alpha test release.   Documentation will be provided soon but for the time being you can use F1 to bring up some information on keywords and there are some basic starting templates provided. I hope to keep this application free to use for hobby or commercial purposes. More information is provided on the website:   www.jrmcv.co.uk/HLAG/ (no adverts, very basic website)   I'd be interested to hear feedback through this post or the contact me section of www.jrmcv.co.uk. Hopefully some people will find this useful for their own AIR/Flash projects .   My main website wasn't written using HLAG but it inspired me to write HLAG after a lot of the headaches I had with the shaders.
  3. [quote name='spek' timestamp='1322773693' post='4889577'][size="2"] [/size][size="2"]1.- [b][i]Self-Shadowing[/i][/b]; Is there a nice way to integrate this in a [b][i]deferred rendering[/i][/b] pipeline?[/size] [size="2"]Now I'm just firing a secundary ray towards 1 light to check SS. This happens before the actual lighting is done in the deferred pipeline. However, in my indoor situation there are many lights. I could try to pick the dominant one. But maybe there is another way around?[/size] [/quote] I haven't tried this yet but the way I was thinking of doing this was with screen space self shadowing like crytek described in one of their presentations. I think this is possible when you are creating your G-buffer and when you are distorting the albedo and normal maps with one of the above mentioned algorithms, I think you can offset the depth too at this point. This means other screen space techniques like SSAO/SSDO and SSGI should work as well although there will probably be a loss in quality. I haven't tried this yet so I have no idea how good the results will be but it might be worth a try. I think I saw the technique in the lighting presentation on this page: [url="http://www.crytek.com/cryengine/presentations"][url="http://www.crytek.com/cryengine/presentations"]crytek presentations[/url].[/url] They are great presentations and worth a look anyway if you haven't seem them already. Hope that helps!
  4. [DirectX 10] Clonning Effects?

    ah right, thanks a lot I will have a look.
  5. [DirectX 10] Clonning Effects?

    I am finding the same issue but I think we are supposed to get around it using constant buffers. I think the idea is to switch the effect once before drawing your instanced objects (I assume your objects are sorted by material/effect anyway for performance) and then updating a per instance constant buffer for each object. I am still fairly new to Directx 10 though so I can't be sure this is the only way but it sounds like it might be more efficient to do it by switching constant buffers per instance instead of effects even though it is a bit of a pain to work in to an ex-Directx 9 engine.
  6. Stuxnet

    Quote: What else do you need funds for? I don't really know what goes in to making something like this but I am pretty sure it would need some testing and I am guessing that the equipment it targets isn't cheap or that easy to get hold of... This is just speculation though - I have no idea what it would cost.
  7. Yeah I think I understand. Thanks a lot for your help, I think I will give it a go.
  8. Great thanks both of your for your help (rate+). Not sure I understand what you mean about performance being bad if I don't do all updates before rendering? I have an effect that I am using on multiple objects and I need to change 1 or 2 variables for each of those objects. Do I have to create a new effect for each object so that I can update all those variables initially or is it still OK to draw, update variable, draw etc.. and reuse the same effect instance?
  9. Thanks for the quick reply, I plan on updating all the effects at a later stage but I don't want to be forced to do them all immediately. Some of the effects I have are very simple and I feel that shader model 3 more than fulfils the job. I am not using the fixed function pipeline and I have my own mesh loaders but I do use ID3DXMesh9 and I am hoping its not too much work to go to ID3DXMesh10. At the moment it all seems pretty daunting but I was just wondering how many people have done this before? and whether they would recommend it when they look back at the problems they had if any. Thanks
  10. Hi, I have a large project at the moment that is written around DirectX 9 and I know at some point I will have to port it to Direct3D 10/11 but not sure when I should do it. I have looked around a fair bit on the internet and apart from a few PDF's with some of the differences I haven't found much on other peoples experiences. What kind of problems am I likely to encounter? Is this the kind of thing which almost requires a full rewrite? Is this likely to be a massive headache? - I am using the D3DX library quite a bit, is this going to be a problem? Can I continue using some of the functions? - I have a lot of effects written around shader model 3. Can I assume these will work fine? Have any features been deprecated? I am planning on using the feature levels of DirectX 11. - I know this is unlikely but is it possible to mix DirectX 9 and 10/11 code? I know that unless I rewrite everything that I am unlikely to get a good performance increase using DirectX 10 or 11 but I am only looking at providing the extra features. As long as performance isn't severely effected then I will be happy. EDIT: this is one of the resources I have been looking at: DX10_tips_and_tricks_for_print.pdf Thanks a lot for your time [Edited by - jrmcv on November 1, 2010 2:49:23 PM]
  11. Webpage security sanity check

    I think you need something that takes the time of day in to account and any other unique information in to the encryption. This means you wont be able to bookmark the URL though as the URL will be constantly changing. With a URL that never changes then people outside can listen to packets you send and just retransmit them at any other time. They wouldn't even need to bother decrypting it.
  12. Is the D3DVIEWPORT9 parameter in BeginScene optional? Have you tried providing a value just to check?
  13. Invisible Variables and Lazy Processing (fixed)

    Whats the return values of GetWindowRect or GetWindowPlacement? It sounds like these functions are failing. Try initializing the RECT structure to 0 before calling the GetWindowRect function to get rid of the random values. HTH
  14. First game done!

    I found it crashed at the start on XP. I'm using a fairly new Dell laptop with an nVidia 8700M GT. If you want more details I can send you the report. I have Visual Studio .NET 2008 installed and latest version of DirectX SDK. The graphics look pretty good in your screenshots though. Nice work.
  15. Game Competitions?

    There is Microsofts XNA competition but it means your a month behind if you get involved now. It doesn't mean it won't be fun though! :-)