theScore

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  1. I am interested by the 1x1 version only, do you a better method than downsampling for getting the 1x1 texture ?
  2. The texWidth and texHeight are for the origin texture ( the biggest ) or for the downsampled texture ?
  3. So you mean the pixel shader would look like something like this : pixelOut = pixelIN ; ?
  4. Hello ! I have a texture in 4K resolution and I need to downsample this texture to get a 1x1 resulting texture. I know that there are intermediate downsamplings before getting to the 1x1 texture but how downsampling works and how do I have to code my pixel shader to downsample my texture ?
  5. Ok thanks ! I understand that gamma space is the space for LDR screens, but to what corresponds "linear space" ?
  6. Thanks for your advices But I have few questions : What do you mean by srgb to linearize ? What do you mean by linear space for lighting ? The third part between the parenthesises : "display go back to gammaspace srgb" And can you explain me what is the "rgb/rgb+1" in the phrase : "Apply tonemapping to compress the range back to 1 the simplest be "rgb/(rgb+1)" What is it used for ? ( for the prvious question)
  7. By HDR, I mean the technique used with directx or opengl to enhance colors beauty for 3D rendering. I heard that HDR stores colors much higher values than a 256 range, so you know can I get these values which at the origin are between 0.0 and 1.0 or 0 and 255 ?
  8. Hi ! Do you know a good article which explains how to make HDR ? ( on internet or in a book ) Especially, how have to be the colors values in the pass before the tone mapping pass.
  9. You are absolutly right ajmiles, I am releasing now in the rendering loop, and there is no problem now ! Thank you ! And thanks to the other ones ! It was only that 
  10. Thanks ! I am taking a look at your web site, I go back if I have any questions !
  11. Ok but when I see that a type of object "lives" 48 times for example, how can I know if it normal or not ? Or are they all supposed to be freed ?  If I am supposed to free them, how can I do if it is not inside the destructor ?
  12. I am trying to check with reportLiveObjects.
  13. Yes you are right, rather process size in memory, I am not allocating every frame, so it is not for that I don't understand   I don't have any errors but I have warnings, this is the end of my list :   D3D11 WARNING: Live Object at 0x03001974, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x03003F04, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x0300655C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x03008AEC, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x0300B084, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x0300D614, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x0300FBAC, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x0301213C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x030146D4, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x03016C64, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x030191FC, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x0301B78C, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x0301DD24, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live Object at 0x030202B4, Refcount: 1. [ STATE_CREATION WARNING #0: UNKNOWN] D3D11 WARNING: Live                         Object :    534 [ STATE_CREATION WARNING #0: UNKNOWN]   I also have memory leaks detected before the rendering loop, but apparently nothing which can cause increasing process size. I didn't pay attention to these warning before, so how can I find which variables are concerned by these warnings ?
  14. Hi ! I am doing deferred rendering with Direct3D 11, and it works well... Except that each second during the execution, the executable becomes about 25 MBytes bigger each second... ( about 300 fps)   My rendering loop looks like this : while (exitThread == false) { GBuffer(); lightingPass(); deferredContext->FinishCommandList(TRUE, &commandList); deviceContext->ExecuteCommandList(commandList, FALSE); swapChain->Present(0,0); } In the GBuffer, I am rendering to 3 textures : colors, normals and positions (8 Bytes for each pixel) What could be according to reasons which could make increasing executable size during the execution ?