Baesky

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About Baesky

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  1. I Use D3DQUERYTYPE_TIMESTAMPFREQ to query GPU Frequency. On my GTX960 PC, the data I got is 100000000. I have test it on other PC which belong to my mates, the Data Still 100000000. I have try the QuerySample from NV and the result is same. What's the right way to use D3DQUERYTYPE_TIMESTAMPFREQ ? Thanks!
  2. Shaders: How Do They Work?

    nice work!
  3. Hi, recently i worte my own implements of quadtree, but i encountered some bug in my algrithm. I found it difficult to debug the bug because the algrithm and data structure is complex than others. I wanna known how to debuging in this situation if you were me? Thanks advance!
  4. So if i don't use msaa(otherwise , mass count =1),and i use sample mask:0xfffffffe or 0x0, the render target will never be drawn by GPU? this seems strange, if i use 4x MSAA, what reason make me use just sample first 3?
  5. I had read the msdn http://msdn.microsoft.com/en-us/library/windows/desktop/ff476462(v=vs.85).aspx I still do not understand the mean of SampleMask. Does the MultiSampleMask determin which texture sampler to use? Or releative to MSAA?   thanks in advance!
  6. thanks a lot, now i know more about light.[img]http://public.gamedev.net/public/style_emoticons/default/rolleyes.gif[/img]
  7. here are some code came from SDK, i didn't found any lighting calc here, but i can see the object.I remeber that in dx9 if i don't set the light state or enable it with shader, i just saw a black screen. any one could explain it?Thanks! float4 PS( PS_INPUT input) : SV_Target { return txDiffuse.Sample( samLinear, input.Tex )* vMeshColor; }
  8. [float]\ [float] \ b [float] / 0 <----- [font="Consolas"]matrix View 4[float]x4[float][/font] [float]/ [float]\ [float] \ b [float] / 1 [float]/ [float]\ [float] \ b [float] / 2 [float]/ look the pic, if i use view to fill b0, obviously it even occupy not b0 and b1,b2, the space still not enough...
  9. [quote name='Hodgman' timestamp='1302507188' post='4796980'] A float is 32 bits wide and 4x32 == 128, so you thought correctly. [/quote] but a Matrix could be 128*4 , am i right? so how can you set a container which only can hold 4 floats to store a matrix which cap is 4X4 floats? plz~
  10. [font="Consolas"][size="2"][font="Consolas"][size="2"] does all width of a register is 4 floats lang? how can a martix aligned with one register? i thought a register is 128bit, matrix is 128bit x 4. cbuffer cbChangeOnResize : register( b1 ) { matrix Projection; }; cbuffer cbNeverChanges : register( b0 ) { matrix View; }; [/size][/font][/size][/font]
  11. i think implement sth by write API one by one may imprssed me well, should i take some time to learn it?
  12. ok, i got that, thanks a lot!
  13. I wanna be a game programmer and professional in shader(i love the cool effect!), i learn dx and math for 1 years myself. i really hard working but still out of the door. who can show me a guideline to go? Thanks very much for your patient.
  14. [quote name='Evil Steve' timestamp='1301044728' post='4790293'] What exactly do you mean by a software pipeline? Do you mean a software renderer? A D3D software rasterizer? Tools? [/quote] i mean wheather i could put the pipeline in hardware into my code, for study reason. I'm a new man in DX and i think this will help my to learn DX well. thanks!
  15. Any one known turtorials for write a software pipeline?