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  1. Hi, Currently I'm working in a project in where an AI team of NPCs must attack a squad of 4 characters manipulated by the Player. The problem I have is all the info I've found about AI against a player is related by attacking a single character. In this particular scenario attack rules changes because the AI must be aware about four characters. I'm curious if any one knows some paper about this particular scenario. Thanks.
  2. I have found another clue, i duplicated the geometry and place in positions different from the origin and these is the result i get....   I think is some one related to the vertex position space but not sure.
  3. Hi..   I am trying to find an example about stream out the tessellated geometry from a base mesh, i only found examples about stream-out for gpu particles, this examples have no base mesh, and i have not found one about this. Can some one point me to an example ?
  4. I have been searching in internet for a sample to tessellate a base mesh and stream out the new geometry, unfortunately i haven't found any thing. Some one here may point me to a tutorial? All i found is about particle systems but i need start from a base mesh.   Thanks
  5. Yes, when i made the map i set it to be world space normals
  6. I am only sampling the normal texture and then 2 * -1 to get the world normal   float4 txtNormal = g_NormalTxt.SampleLevel( g_samLinear, Out.texCoord, 0 ) * 2 -1;
  7. Hi   I am implementing displacement over a tessellated surface, but the result is strange because the position of the vectors is tending to go up. Is that normal? i think the new position must follow the normal map. THis is my code:   float offset = g_DisplacementTxt.SampleLevel(g_samLinear, Out.texCoord, 0).x; float4 txtNormal = g_NormalTxt.SampleLevel( g_samLinear, Out.texCoord, 0 ) * 2 -1; position = position + (txtNormal * offset);  
  8. hey JasonZ...   Is there any sample about it in the Hieroglyph 3 engine? i think understand best looking code 
  9.    what is "stream output functionality" may you point me to some example ? thanks.
  10. Hi...   I want to know wich is the technique to make a render in passes using tessellation, i mean, if i have in my first pass all the logic to tessellate the geometry. Then i add a second pass for ilumination, and this pass will be once per light.   When i render the result i get a horrible overlaped result between the tessellated geometry(first pass) and the not tessellated geometry(second pass).   If i put the tessellation logic in the lighting pass i will tesellate the object once per light, and i think this is not good.   What is the correct way to make render passes and have tessellation?   Thanks. 
  11. Hi.   I was working with tessellation and the sample DetaillTessellation provided in the D3D11 Sdk. When i use the shaders in a closed mesh with its corresponding uv map, all well except the parts in where a seam is placed. The image bellow is has a look to the error.     Why is this error and how may i Solve it?   Kind regards
  12. Ok thanks for your help...   Now i have errors with the texture sampler, it is only happening with the R8_unorm format.   Here is the result:    And here is the source image:   this is the pixel shader: // Pixel Shader float4 main_ps( v2p input ) : SV_TARGET { float4 l_color0; l_color0 = g_frostTexture.Sample(SampleType, input.texCoord); l_color1 = float4( l_color1.rrr, 1.0f); returnl_color1; }   thanks in advance....
  13.   i'm so sorry L.Spiro, i'm a beginner in d3d11, may you be more specific? When i call LoadTexture how can i set the channels as you said?
  14.   Is there no a way like in D3D9 with the format  D3DFMT_L8? when i used these forma to load a texture it visually return a gray scale version
  15. Hi... I am trying to load a texture with the DXGI_FORMAT_R8_UNORM to obtain its luminance version(grayScale), in D3D9 i was used D3DFMT_L8 and the result is okay but in D3D11 i only obtain the red channel, what i am doing wrong?   Rendered Color image:    Render with DXGI_FORMAT_R8_UNORM(bad!!):      here is the code:   D3DX11_IMAGE_INFO* pImgInfo = 0; HRESULT imghr = D3DX11GetImageInfoFromFile( L"Tiles.png", NULL, pImgInfo, NULL); D3DX11_IMAGE_LOAD_INFO imgLoadInfo; imgLoadInfo.Width = D3DX11_DEFAULT; imgLoadInfo.Height = D3DX11_DEFAULT; imgLoadInfo.Depth = D3DX11_DEFAULT; imgLoadInfo.FirstMipLevel = D3DX11_DEFAULT; imgLoadInfo.MipLevels = D3DX11_DEFAULT; imgLoadInfo.Usage = D3D11_USAGE_DEFAULT; imgLoadInfo.BindFlags = D3D11_BIND_SHADER_RESOURCE; imgLoadInfo.CpuAccessFlags = 0; imgLoadInfo.MiscFlags = 0; imgLoadInfo.Format = DXGI_FORMAT_R8_UNORM; //imgLoadInfo.Format = DXGI_FORMAT_R16G16B16A16_UNORM; imgLoadInfo.Filter = D3DX11_FILTER_NONE; imgLoadInfo.MipFilter = D3DX11_DEFAULT; imgLoadInfo.pSrcInfo = pImgInfo; m_Texture = m_pRenderer11->LoadTexture( L"Tiles.png", &imgLoadInfo );
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