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About lucky6969b

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  1. Hello, I wanted to compile a DX11 shader (model cs_5_0) with fxc that comes with the DirectX SDK June (2010), I need to use that SDK for the time being due to distribution problem But the compilation terminates unexpectedly. My CPU is i7 6500U with HD 5200, it supports shader model 5.1 and DirectX 12, I am not sure if that supports compute shader 5.0 I tried to compile the compute shader using the shader model 5.0 (fx_5_0), it compiles and didn't work as expected. So I thought I still I need to compile that shader using compute shader model 5.0 Does my CPU support cs_5_0? Thanks Jack
  2. 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
  3. 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
  4. 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());
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. //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
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