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kamilzubair

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About kamilzubair

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  1. Wait, is z means the content of z buffer ? I thought by z you mean the z coordinate of the vertex. I got confused, because vertex with z coordinate 0 is a valid vertex.
  2. What is the value of iz if z = 0 ?
  3. It seems in DirectX 9 you can't customize the way it does texturing. There is interpolation modifier to turn off perspective texturing but only for shader model 4 :(.
  4. Let's say I run this simple render to texture code: [source lang="cpp"]m_Device->SetStreamSource( 0, m_Rect, 0, sizeof(Rect) ); m_Device->SetPixelShader(NULL); m_Device->SetVertexShader( NULL ); m_Device->SetFVF( Rect::FVF ); DXSurface BackBuffer, Surface; m_RenderTarget->GetSurfaceLevel(0, &Surface); m_Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &BackBuffer); m_Device->SetRenderTarget(0, Surface); m_Device->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(255,0,255), 1.0f, 0 ); m_Device->SetTexture( 0, m_Texture ); m_Device->SetTransform( D3DTS_WORLD, &m_InWorld ); m_Device->DrawPrimitive( D3DPT_TRIANGLEFAN, 0, 2); m_Device->SetRenderTarget(0, BackBuffer); m_Device->SetTexture( 0, m_RenderTarget ); m_Device->SetTransform( D3DTS_WORLD, &m_OutWorld );[/source] Now, what should I do if I want to produce the same result but without render to texture stuff ? I try to write HLSL like this : [source lang="cpp"]m_Device->SetVertexDeclaration( m_VertexDeclaration ); m_Device->SetVertexShader( m_VertexShader ); m_Device->SetPixelShader(m_PixelShader); m_Device->SetTexture( 0, m_Texture1 );[/source] with Vertex Shader: [source lang="plain"]struct VS_OUTPUT { float4 Pos : POSITION; float2 Tex : TEXCOORD0; }; float4x4 InWorld; float4x4 OutWorld; float4x4 ViewProj; VS_OUTPUT main(float3 inPos : POSITION, float2 tex : TEXCOORD0) { VS_OUTPUT Out = (VS_OUTPUT)0; Out.Pos = float4(inPos, 1); Out.Pos = mul( Out.Pos, InWorld ); //reflect vertices to XY plane float f = 2/(2 + Out.Pos.z); Out.Pos.x = Out.Pos.x * f; Out.Pos.y = Out.Pos.y * f; Out.Pos.z = 0; Out.Pos = mul( Out.Pos, OutWorld ); Out.Pos = mul( Out.Pos, ProjView ); Out.Tex = tex; return Out; } [/source] PixelShader: [source lang="plain"]struct PS_INPUT { float4 Pos : POSITION; float2 Tex : TEXCOORD0; }; sampler2D Tex0; float4 main(PS_INPUT In):COLOR0 { float4 Color = tex2D(Tex0, In.Tex); return Color; }[/source] The result is like this: Render to texture: [img]https://dl.dropbox.com/u/33529171/render%20to%20texture.png[/img] HLSL: [img]https://dl.dropbox.com/u/33529171/emulate.png[/img] Anyway, it shows in the pictures that the shape is identical but the result of texture sampling is not. I think the perspective correct texture mapping is disturbed by my reflecting inner coordinate to XY plane. Any idea how to correct this ?
  5. I think I got it, I just create view matrix using D3DXMatrixPerspectiveOffCenterLH and slide it around. Thanks everyone.
  6. Well it's for the animation effect. Maybe an example, will make it clear: Suppose I render a simple 2d rectangle and rotate 90 degrees in y axis, now all it looks is just single line in normal viewport. If I want to slide the result of the rendering I need to slide the whole viewport, I can't just add a translation in world matrix because it will only move the rectangle and will not be rendered as simple line anymore. Of course, this is just a simplified example, I plan to draw more interesting stuff in the actual application. My initial solution is to render it in texture and slide the texture around but many of our material has transparency and we need to draw them on top of each other. If I render them in texture first and blend them later I'll get different color when I blend them directly in back buffer.
  7. Hi, in my application I need to slide my viewport around arbitrary points in the screen. Say, if in a 1024*768 res application I need to slide the rendering viewport to the right until it only show half of it I can set : D3DVIEWPORT9 v; v.X = 512; v.Y = 0; v.Width = 1024; v.Height = 768; v.MinZ = 0; v.MaxZ = 0; But if I want to slide it to the left I can't set v.X = -512 because X is defined as unsigned long. Any idea how to achieve the effect I want ? I know viewport in Direct3D 10 allow negative value for their x/y part but sadly I don't think I can port this application yet because it still need to run in XP.
  8. I have found the solution. The problem is not with the texture but with the vertex buffer. I set the coordinate for the quad in (0, 0) to (ScreenWidth, ScreenHeight) but the right coordinate is (-1, -1) to (ScreenWidth, ScreenHeight). It's kinda embarassing because it explicitly detailed in "Directly Mapping Texels to Pixels" in DirectX SDK manual but I only get the meaning today :)
  9. I noticed that when I create texture using D3DXCreateTextureFromFileEx the end result is always jagged/blurred even if I use no filter and render that texture in transformed vertices. I tried using different filter combination and the results are still ugly. The only way I can get the good quality image is by using LoadImage and manually copy the bitmap bits to texture, but this mean I can only use bmp file. Is there a way to make D3DXCreateTextureFromFileEX produce good result ?