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ctMarine2009

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  1. If my linear algebra prof from college ever saw this post he would probably revoke my degree but here goes. I've got a 3x3 matrix that represents two different sets of axis (axii?) | a11 a12 a13 | | a21 a22 a23 | | a31 a32 a33 | The rows represent entity axis in world space (geocentric if you're interested). The columns represent world axis in entity space. I want to rotate the entity an arbitrary roll, pitch, yaw degrees/radians whatever but I have no clue how to keep the columns and rows agreeing with each other. Any help would be most appreciated. Chris
  2. Steve, I really appreciate your help. I used multiple buffers and was able to get my framerate all the way up to 25. Thats a winner in my book. Thanks again, Chris
  3. I appreciate the help Steve I didn't realize that I was creating a texture every time. I bumped up from 3 fps to around 10 with that and the double buffering trick. Now a theoretical question. If I stopped caring about the frame lag I could set up more buffers and cycle through them with the same concept as the double buffering correct? Thanks again, Chris
  4. So this is what I understand from what you were saying wrt double buffering the depth buffer. My card can support up to 4 render targets so theoretically I should be able to have 3 depth buffer targets with the first of the four being devoted to the frontbuffer. I could have a variable to control which render target to use each time and send the copy of the surface off to a worker thread to lock then write to a file or pipe to another program. Would this alleviate any of the serialization? I'm going to attempt to implement this solution please let me know if anyone knows of a more efficient method to use. Thanks, Chris
  5. Sorry I misspoke(misstyped) there. This is the snippet that is bogging down my program. LPDIRECT3DSURFACE9 lpSurf; lpD3DDevice->CreateOffscreenPlainSurface(viewport.Width, viewport.Height, D3DFMT_R32F, D3DPOOL_SYSTEMMEM, &lpSurf, 0); lpD3DDevice->GetRenderTargetData(lpDepth, lpSurf); // Now we can access the system memory surface to read our depth values D3DLOCKED_RECT lockData; lpSurf->LockRect(&lockData, NULL, D3DLOCK_READONLY | D3DLOCK_NOSYSLOCK); memcpy(toWorkerRange,lockData.pBits,viewport.Width*viewport.Height); lpSurf->UnlockRect(); lpSurf->Release();
  6. thanks for the quick reply steve. Basically this is what I'm planning to do. I've got one program that wants the depth buffer in fp32 format that does its own thing. I've got a scene generator that produces the scene, entities, and the depth buffer. I need to pipe the depth buffer from the scene generator to the other program so I'm simulating this (I think) by writing it(the buffer) to a file. this also gives me a chance to view it in my home-made bin viewer to make sure that the outputs are coming out correctly. Currently I'm doing as you say. Pixelshader writes the value to a render target then I lock it and memcpy it. I'll try the double buffer, I don't really mind a frame of lag I just can't afford to into the the teens fps waiting on the lock to be free.
  7. Is there any way to write an a depth buffer to memory quickly? I'm using MRT. I lock the surface write it to memory and unlock it. and by that time its slowed my fps down to 3 or less. Any other way of doing this or do I need to wait until the developers move on to 10 or 11? Thanks, Chris