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About ja0335

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  1. 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.
  2. 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 ?
  3. 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
  4. Yes, when i made the map i set it to be world space normals
  5. 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;
  6. 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);  
  7. hey JasonZ...   Is there any sample about it in the Hieroglyph 3 engine? i think understand best looking code 
  8.    what is "stream output functionality" may you point me to some example ? thanks.
  9. 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. 
  10. 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
  11. 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....
  12.   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?
  13.   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
  14. 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 );
  15. Matrix calculation

    I know that the computedRotationMatix is calculated multiplying PreRotation * Rotation * PostRotation; computedRotationMatix = PreRotation * Rotation * PostRotation; But currently i only knows the computedRotationMatix , PreRotation , PostRotation; How can i find the Rotation matrix? Thanks for your time