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lucky6969b

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About lucky6969b

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    3D Animator
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  1. Hello, I want to upgrade my program from D3D9 to D3D11, since I need more power in the newer API, the unfortunate thing is D3D11 no longer supports the ID3DXMesh interface, and I need to supply a fvf and a D3D9 device to it in order to create one, the D3D9 device is the thing I don't have when I start the application as a D3D11 application, of course. And I don't have the fvf handy. However, I can't live without a ID3DXMesh interface, because my original program is totally driven by it. how do I get it work again? thanks Jack
  2. I want to relinquish the GPU from the windows 7 host and give it to the Ubuntu 16.04 VirtualBox VM, I know there is something called the GPU passthrough. But I only found some videos on how to passing from Ubuntu host to windows guest. I want to do the opposite which is passing the GPU from the windows host to Ubuntu guest. Thanks Jack
  3. When I render the frame hierarchy, I want to, say write to the 5th matrix slot in the shader, how can I do that? thanks Jack float4x4 FinalTransforms[35]; l_effect->SetMatrixArray("FinalTransforms", &pMeshContainer->pBoneMatrices[0], pMeshContainer->pSkinInfo->GetNumBones());
  4. bool antialiasing = false; if( SUCCEEDED(m_pDirect3D->CheckDeviceMultiSampleType( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL , D3DFMT_R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL ) ) ) { antialiasing = true; } I have an i7 6500U
  5. I want to work out the distance of the depth of the waters areas inside my game? I already have the depth texture, but I want to know the gl_FragCoords.z in D3D context.. any ideas how I can achieve this? thanks Jack
  6. If I had an array like this uniform extern float4 lightDirs[4]; How can load the lightDirs from the program? m_effect->SetMatrixArray(lightDirs, &lightDirs[0], 4); or m_effect->SetMatrix(lightDirs[i], &lightDirs[i]); where lightDirs in this case is an array of D3DXHANDLE? Thanks Jack
  7. Hello, Are there any generalized bezier or bspline transformations in matrix form? I want to pop the matrix into the shader directly and having it modify the model pos on the fly while keeping the rest intact. thanks Jack
  8. lucky6969b

    Using a B-Spline Transformation.

    The major reason that I couldn't render from the results of the bspline computation was that the number of vertices coming out of the function is higher than the original input. For example, if I pass the standard cube which has 8 vertices into the function, I'll get 48 vertices out, rendering the original 8 vertices is no problem, because the indices are predefined. when the function returns, I don't know anything about the index buffer anymore. thanks Jack
  9. Does this data look good? Input: D3DXVECTOR3(0,0,0); D3DXVECTOR3(0,1,0); D3DXVECTOR3(1,1,0); D3DXVECTOR3(1,0,1); Results: Vertex 0 Pos: 0 0 0 Vertex 1 Pos: 0 1 0 Vertex 2 Pos: 0 1 0 Vertex 3 Pos: 0 0 0 Vertex 4 Pos: 0 0 0 Vertex 5 Pos: 0 1 0 Vertex 6 Pos: 0 1 0 Vertex 7 Pos: 1 1 0 Vertex 8 Pos: 1 1 0 Vertex 9 Pos: 0 1 0 Vertex 10 Pos: 0 1 0 Vertex 11 Pos: 1 1 0 Vertex 12 Pos: 1 1 0 Vertex 13 Pos: 1 0 1 Vertex 14 Pos: 1 0 1 Vertex 15 Pos: 1 1 0 Vertex 16 Pos: 1 1 0 Vertex 17 Pos: 1 0 1 Vertex 18 Pos: 1 0 1 Vertex 19 Pos: 0 0 0 Vertex 20 Pos: 0 0 0 Vertex 21 Pos: 1 0 1 Vertex 22 Pos: 1 0 1 Vertex 23 Pos: 0 0 0
  10. Are there any free shader resources publicly available on the net? it used to be a lot, but all seems to be gone. thanks Jack
  11. lucky6969b

    Rendering and compositing G-buffers.

    Dear all, I am wondering when I output a stencil value on a float2, and I got an additional sampler. Assuming I output color2 to a texture or some kind without leaving the shader, how does the sampler got knowledge about the stencil texture? sampler depthSampler; //-------------------------------------------------------------------------------------- // Render particle information into the particle buffer //-------------------------------------------------------------------------------------- struct PBUFFER_OUTPUT { float4 color0 : COLOR0; float4 color1 : COLOR1; float4 color2 : COLOR2; // depth buffer }; thanks Jack
  12. When I directly render to the primary surface using the z-buffer on, the particles do go behind the buildings. However, when I turn on the z-buffer while rendering on the g-buffer (render targets) then composite the surfaces using z-buffer off, then the z-buffer properties are gone, and the particles are in front of the buildings. How come? thanks Jack
  13. //AlphaToCoverageEnable = FALSE; //BlendEnable[0] = TRUE; //BlendEnable[1] = TRUE; //RenderTargetWriteMask[0] = 0x0F; //RenderTargetWriteMask[1] = 0x0F; Only available in sm 4.0 or up. And are there any equivalent states for sm 3.0? thanks Jack
  14. For Direct3D 9, Yes, sorry, I am about to upgrade, please bear with me, is it possible to render into 2 targets and 1 stencil view simultaneously. pd3dDevice->OMGetRenderTargets( 1, &pOldRTV, &pOldDSV ); For DX9, do I have to, I may have some performance hit, but that's ok, I am going to upgrade anyways pd3dDevice->SetRenderTarget(1, pParticleView); // Render the particles RenderParticles( pd3dDevice, pEffect, pVB, pParticleTex, numParts, renderTechnique); pd3dDevice->SetRenderTarget(2, pParticleColorView); RenderParticles( pd3dDevice, pEffect, pVB, pParticleTex, numParts, renderTechnique); CComPtr<IDirect3DSurface9> pStencilBuffer = 0; pd3dDevice->GetDepthStencilSurface(&pStencilBuffer); pd3dDevice->SetRenderTarget(3, pStencilBuffer); RenderParticles( pd3dDevice, pEffect, pVB, pParticleTex, numParts, renderTechnique);
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