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unbird

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  1. uint -> Format.R32_UInt ushort -> Format.R16_UInt Edit : Note that even after the edit you still use signed integers. Won't matter here though
  2. DX11

    He meant not to use the 'Formatted' font (it's for code anyway), e.g. like so fixed.
  3. Floats are fine. This is a common problem with standard displays which only have 8 bits precision per channel (sometimes even less). You need to dither. This is a good presentation about: Banding in Games Also search these forums, the topic returns regularily.
  4. Good news: The editor has improved a bit I guess. But now I miss the BB-code mode, since I usually edit posts in Notepad++. Is it really gone ? For programming posts, I like to use a monospace font to designate code within normal text. This was originally possible with the [tt] tag. Like here. Hodgman also uses/used it a lot. I tried to use "Formatted" from the font selection, but as you can see, it changes the whole paragraph. I currently use italic as a workaround. Also, this post, changed the word "target" with links to some online store. Admins can check the history, not sure if it sill "works". (I then changed "render target" to "rendertarget" ) This is very annoying. I don't mind ads anywhere (e.g. between thread posts), but automatically changing text of mine gives the impression I put those links in. I did not. What is this ? Thanks PS: Also: Old emojis are corrupt.
  5. Yeah, that doesn't really work. Keep your shader as is. The problem is likely elsewhere. The log you show only demonstrates your intention, not necessarily the result. I guess you have a (temporary) read write hazard, which the pipeline forbids and resets. Since one is called backFaceTexture I expect it was a rendertarget at some point. Reset the rendertarget (output merger stage) to null before setting the SRV. To make sure: turn up the DX debug layer (which immediately reports such things) and/or dig deeper, e.g. with renderdoc and check if the SRV slots are actually set. Edit: Be warned about that Rastertek article, it's misleading. He confuses texture arrays with, well, arrays of textures. A texture array is one resource (and then one SRV / slot) with several slices similar to a 3D texture. In HLSL this is explicitly written as Texture2DArray . On the other hand Texture2D blah[2] will generate two slots.
  6. (since shadertoy doesn't allow more than a couple of lines in the description and I don't want to put all the stuff into the comment section there, I abuse the blog here) For everybody new - or not so new - to shaders, hear this: Browse and use ShaderToy ! Not only is it just bloody amazing what you find there, it's veeeeeery educational. And easy to use. No hassle with setting up the GPU pipeline yourself - you only need a WebGL capable browser (most are). The interactive compiler displays errors right after the faulty code lines. Minor nuisance for me was the sometimes "restrictive" behaviour of GLSL (coming from HLSL), but that's not deal breaking. After experimenting with signed distance functions in 3D with my SlimDX/HLSL stuff I was curious about 2D. So I found this (thank you Marteen): https://www.shadertoy.com/view/4dfXDn Very nice. Basic shapes with contours and the usual combiners. Improved with lighting and shadows. Expanding on this, experimenting with polygons and stars, I wanted to put it to the test with something less abstract. Anybody remember Spirograph ? The math around this (pun intended) is already endless. I didn't even know about roulettes before. But let's start simple. There's a very old discovery from a Persian astronomer: Tusi-Couple. Here a short protocol of the progress: Needed individual colouring for the shapes (Marteen's sample combines all shapes to one SDF). Experimenting with arbitrary blending, too (blend function). Animate the inner circle/wheel within the the outer. Just basic trigonometry. To make it more clear I colored both circles "Wheel of Fortune"-style (see radial function). Choose some point on the inner wheel, mark it with a point. I chose a star shape for this. Track the ellipse path. Since I got no clue how to derive that yet, I simply trial-and-errored. Only got a filled ellipse (or rather: used a transformed circle). Found a real ellipse and used that to generate an outline (ellipse and ellipseLine functions) The ellipse line produced some artifacts at the main axis. Needed some tweaking. Still not perfect, goes havoc in the degenerate case. Now use lineDist in that case. Hmmmm, cogs would be nice. Splitting the polygon function into circleMod (to get normalized angle part) and using polyShape for laying cyclic functions around a circle. The current implementation using a simple sinus is actually NOT a clean SDF. It works well enough though - and I expect a correct implementation to be quite challenging. Added spokes and bars to give even more of a mechanical/gear feeling. Steampunk rules. Challenge: Derive ellipse path automatically. I feared the worst. Ellipses are usually a bitch - algebraically. But in this case I found that one can exploit the simplicity of the Tusi-couple and derive the major/minor axis directly (see final if-clause within sceneDist function. Not yet commented) Add some light and make the thing scale with the viewport correctly (shadertoy has fullscreen capability). TODO: Choose 2nd point with mouse. This should be possible with additional input/buffer logic of the shadertoy setup. Haven't dug into it just yet. For now one can change the point at the start of the shader code, though (relativePos constant). ENJOY! If you're interested in SDFs I recommend this as a starting point: Distance functions. Quílez has more to offer, of course. He is also quite active on shadertoy. Rewriting classic games for instance. Wow. PS: Oh my, there are even sound shaders : https://www.shadertoy.com/view/MtGSWc
  7. I get two of these warning: warning X3576: semantics in type overridden by variable/function or enclosing type because you nest structs with semantics. I'd start eliminating these. This is a lucky guess, but warnings are there for a reason.
  8. It's usually recommended to post such things in the "Your Announcement" sub-forum or better yet start a blog (journal) here and yes, give some technical details - your site is silent about that too - if you really want feedback. That being said, with the smooth camera movement and the spherical sound this has a veeeeeery Kubrick feeling about it. Congrats. One hint though. Maybe it's just the video encoding but I'd add some noise to remove the banding. It screws the perfection. You should find a couple of threads about this in the graphics section.
  9. DrawIndexedPrimitive allows such offsets. This explains the parameters pretty well: Rendering from Vertex and Index Buffers
  10. You're welcome :D Thanks for the pix. The quadratic normals will be the last piece of the puzzle. But yeah, from there I think only a higher resolution base mesh or another AO approach can help. Good luck with your terrain. Looks promising.
  11. Wow. Congrats. I stand corrected. Looks like a very slim solution, I'm impressed. At least I sensed a bug there. :P I think you're fine. That's about as good as it gets. Those edges look suspicious but also consider this: It's PN Triangles. Those cubic patches might fit your mesh - or not. E.g. teh teapot can look quite bad (it should be quad patches, it's defined that way). And there's always other schemes (NURBS, Catmull-Clarke) if that's warranted. I'm curious now, if I may ask: Has the AO improved ? And what's that mesh: Marching cubes? PS: Sorry about the visualization hint, it occasionally helps. I should also admit I don't really do OpenGL, so bear with me. :D
  12. Using face normals to visualize the continuity. Hint: Output normals as colors directly, this gives a even clearer picture, e.g. [tt]color.rgb = normal * 0.5 + 0.5;[/tt] As for your current solution: Careful now. I don't know what you have there, but it can't be a proper PN Triangle tessellation, it looks way too simple. Also, using the lerp trick is rather counterproductive: PN triangle doesn't need it. You immediately break the continuity now. The point of PN Triangle is that you can throw any mesh (with proper matching normals) at it and it just works. With the alpha-lerp you now have veiled a bug. Go try using that article's PN Triangle code as is.
  13. PN Triangles should do the trick, but it's of course more costly.  :wink:   Edit: Kudos for the debugging approach.
  14. It is indeed a downside of Phong tessellation: It does not guarantee C1 continuity across patches.   You can tweak it a bit by lerping it with the untesselated patch (s. here, alpha parameter e.g. = 3/4).
  15. Nope. Unless you have a perfectly flat ocean there will always be some back-facing triangles.