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  1. I have not posted on what Intel is doing for game developers in a while; I wanted to update everyone on some sample updates that happened late last year. In a future post I will cover what Intel provided to game developers in 2011. In that future post I will talk to some of the patterns in what we delivered in 2011. [b]SNB Terrain[/b] is [url="http://software.intel.com/en-us/articles/vcsource-samples-snb-terrain/"]here[/url], its abstract states: This sample demonstrates how to render large-scale terrains on Sandy Bridge in real time by efficiently distributing the tasks between the CPU cores and the processor graphics unit. The input height map is preprocessed into a hierarchical quad tree representation which is used to render the terrain with adaptively selected level of detail (LOD). The adaptive simplified triangulation is compactly encoded to save run-time processing and memory space. LOD construction is asynchronously performed by the CPU cores while rendering is done by the processor graphics unit, which provides stable frame rate. [b]Tasking Update[/b] is [url="http://software.intel.com/en-us/articles/vcsource-samples-tasking-update/"]here[/url], its abstract states: This update to the samples adds two new back-ends to the original Task Manager API. The back-ends replace the original implementation's use of TBB with Microsoft Concurrency Runtime and a custom Windows* Thread based scheduler. In addition to the new backend, mechanisms were added to allow for runtime switching between them. The new back-ends and the runtime switch are applied to the previously shipped Colony, Morphological Anti-Aliasing, and Multi-Threaded Animation samples. These shipped right before Christmas, and might have been missed. The [url="http://software.intel.com/en-us/blogs/2011/02/09/intel-gaming-and-graphics-samples-blog-post-1-introduction/"]Intel Gaming and Graphics Samples Team[/url] would love to hear feedback either here or on the Intel graphics forums [url="http://software.intel.com/en-us/forums/developing-software-for-visual-computing/"]here[/url], both on how you find these samples and what you'd like to see us develop in the future. Thanks for listening, Phil
  2. let me restate, why cant you build the binaries from the source?
  3. I see that the page [url="http://software.intel.com/en-us/articles/shadowexplorer/"]http://software.intel.com/en-us/articles/shadowexplorer/[/url] has a source code link [url="http://software.intel.com/file/34503"]http://software.intel.com/file/34503[/url] does that not work for you?
  4. DX11

    [quote name='CuboDeAgua' timestamp='1297362551' post='4772472'] Nice And... how are the new ones done? (just an idea) [/quote] floating point render targets, to store values >1 directly. there are still steps to be taken after that, but thats the basic idea. check out the DX SDK samples, grep on HDR and you will find the D3D10 samples that do this. HDRPipeline is especially worthy of study.
  5. grep ( find in files ) is your friend. when I grep on particles, I find several samples. AdvancedParticles, DeferredParticles, ParticleSystem, GPUBoids, etc when I grep on sprites, I find that the DXUT UI controls use D3DXSprite, as well as the AntiAlias sample, BasicHLSL, Blobs, CompiledEffect. ConfigSystem, CustomUI, DepthOfField, EffectParam, EnhancedMesh, etc At least in older SDKs ( try March 2009 ). and then try the newer SDKs.
  6. [font="Calibri"][size="3"]Hi, after my [/size][/font][url="http://software.intel.com/en-us/forums/showthread.php?t=79829"][font="Calibri"][size="3"][color="#800080"]SNB samples post[/color][/size][/font][/url][font="Calibri"][size="3"], I have started a new blog to describe who I am and what I do for Intel.[/size][/font] [font="Calibri"][size="3"]You can find the first post [/size][/font][url="http://software.intel.com/en-us/blogs/2011/02/09/intel-gaming-and-graphics-samples-blog-post-1-introduction/"][font="Calibri"][size="3"][color="#800080"]here[/color][/size][/font][/url][font="Calibri"][size="3"].[/size][/font] [font="Calibri"][size="3"]Typical tags will be “Intel gaming graphics samples” with the platform (Sandy Bridge) in there somewhere.[/size][/font] [font="Calibri"][size="3"]Over the next several months, I’ll talk about our sample plans, platform tidbits, where I see the industry going, and more.[/size][/font]
  7. I just posted about the SNB graphics samples Intel has posted for developers, AVX Cloth and Onloaded Shadows, here http://software.intel.com/en-us/forums/showthread.php?t=79829&o=a&s=lr I also talk about 6 other graphics samples Intel has posted, 3 from SIGGRAPH ( Adaptive Volumetric Shadow Maps, Sample Distribution Shadow Maps, Deferred Rendering ) and 3 from the team I work on ( Colony, Fireflies, Nulstein ) and hope developers find these interesting and useful.
  8. try commenting out all the effects code and verify that your non-effects code works. then turn on the code below. that will verify its some sort of state leakage from the effects code above. then try setting the pixel shader and vertex shader to null before your non-effects code. and make sure you have the debug runtime turned on and are watching the output for information.
  9. try commenting out all your D3D resource code ( creation, usage, destruction ) verify the assert doesnt happen, this isolates the issue to your resource handling. then, 1 at a time, turn on the resource code and verify. that will isolate the issue to what resource code is causing the runtime to cough.