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lonewolff

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  1. Great article. First time I have seen it. The technique described in there is identical to how I implement glow in my game.
  2. DX11

    Cool, that makes sense. Sounds like I got rid of the error (unknowingly) by setting the backbuffer as the render target, in you OMSetRenderTargets() example. Thanks again!
  3. DX11

    Arrgh, simple mistake in the end. I wasn't setting the back buffer as the target before drawing the render target back. In this case, the error reported back was misleading.
  4. DX11

    Thanks man, which call is that though? I'm drawing a blank here - Hehe.
  5. Hi Guys, I am revisiting an old DX11 framework I was creating a while back and am scratching my head with a small issue. I am trying to set the pixel shader resources and am getting the following error on every loop. As you can see in the below code, I am clearing out the shader resources as per the documentation. (Even going overboard and doing it both sides of the main PSSet call). But I just can't get rid of the error. Which results in the render target not being drawn. ID3D11ShaderResourceView* srv = { 0 }; d3dContext->PSSetShaderResources(0, 1, &srv); for (std::vector<RenderTarget>::iterator it = rtVector.begin(); it != rtVector.end(); ++it) { if (it->szName == name) { //std::cout << it->srv <<"\r\n"; d3dContext->PSSetShaderResources(0, 1, &it->srv); break; } } d3dContext->PSSetShaderResources(0, 1, &srv); I am storing the RT's in a vector and setting them by name. I have tested the it->srv and am retrieving a valid pointer. At this stage I am out of ideas. Any help would be greatly appreciated
  6. DX11

    Yeah, it does increase. There are a lot of redundant calls in there. As for the injection part. All self taught. I submitted a request a few years back asking if they would add a function to return the handle of the D3DDevice. It was one of the few requests that ever got through. Which was great, as it allowed me to create the worlds first video player extension where you could manipulate the video as if it were a regular sprite. I still get asked to this day how I pulled that one off. Hehe!
  7. DX11

    I am looking at overriding a large section of the GameMaker renderer. At this stage I can inject models, shaders, textures, etc via DLL. But even in an empty GM project there are over 100 state changes, draw calls, shader changes, etc... just for a simple empty window. I can disable the draw event, which stops the renderer doing anything and was hoping to take over a lot of the functionality myself. In pure DX11 I can render a whole scene in around 8 state changes. So, essentially it is about boosting performance in GM. Could possibly be an OCD optimization thing though, I admit - LOL.
  8. DX11

    Do you know if it is possible to retrieve the address of the swap chain also?
  9. DX11

    Ooh! Nice! That's an awesome idea. Thanks man!
  10. Completely self taught here also. Started out on the C64 in the late 80's. Didn't start learning C++ until 2006, playing with Ogre 3D at the same time. Learning both simultaneously was a hard task as I didn't know any of the concepts of either. Always being interested in way things tick, I tinkered around with DX9c and have now moved on to DX11. Still learning, but have the basics sorted out. Here is a screenie of a game I have been working on for the past few years. Been chipping away when I feel like it, which is very intermittent. (Also in C++ and DX11). I'm quite proud of what I have achieved. Each strand of grass is individually animated and looks awesome swaying gently in the breeze. I'm certainly no guru though. Still learning new things every day. I am a far cry from the masters that help out on the forums here.
  11. Hi Guys, I am just wondering if it is possible to acquire the address of the backbuffer if an API (based on DX11) only exposes the 'device' and 'context' pointers? Any advice would be greatly appreciated
  12. GameMaker isn't 'strictly 2D' as such. It is quite easy to do a full 3D game, but there is no handholding involved. Everything has to be done strictly via code. The game I have been working on for the last few years is actually entirely 3D based. Having said that though, I'd go with the engine that you are most comfortable with. In the end, it is not so much the engine, it is the person driving it.
  13. DX11

    Great explanation guys. Thank you for clearing this up for me.
  14. DX11

    (Sorry guys. Browser wont allow me to format the post correctly. No matter how I edit this thing, I can't separate the last paragraphs out of the code. Tried Chrome and IE)
  15. Hi Guys, Just wondering if you could assist me with some basic theory here. Why is it that CreateInputLayout() requires both the input description and shader input signature.