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veyix

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About veyix

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  1. Xbox Live Free Weekend... That'll do nicely :-D
  2. Stack Exchange Q&A site proposal: Computer Forensics http://t.co/S0nRjUTA
  3. [color="#1C2837"]I'd suggest using PIX (which comes with the DirectX SDK) to debug it.[/quote] I have tried PIX. It told me the pixels in question had been discarded. [color="#1C2837"]Also, "order independent blend shader" does not make much sense.[/quote] [color="#1C2837"] [color="#1C2837"]Apologies - I meant that I had tried to create a shader that employed an Order Independent Transparency technique. I have actually been researching Depth Peeling for about the last 3 months. So far, I have made one attempt at actually creating a project that uses a Depth Peeling shader, but it did not solve my issue. I assume it didn't solve the issue because it was not completed correctly. [color="#1C2837"] [color="#1C2837"]I have also tried additive blending, which I noted did solve the issue. However, it caused the final render to be too bright, so it was not a suitable solution. [color="#1C2837"] [color="#1C2837"]I will try to order the vertices by depth and see what results I get.
  4. Awesome! Nokia Rocks London at Lumia 800 Launch http://t.co/Jeo8bxja via @thurrott
  5. [font="Arial,"]I have a test application with enabled transparency achieved through alpha blending. The application is built in C# using SlimDX. However, on one of my objects that has alpha blending applied, I am getting a strange 'missing triangle' effect (see below).[/font] [font="Arial,"] [/font] [font="Arial,"] [/font] [font="Arial,"] [/font] [font="Arial,"][size="4"]The object is almost a cylinder.[/font] [font="Arial,"][size="4"]I wondered if anyone more experienced in 3D computer graphics and/or the use of alpha blending might be able to point me in the right direction so I might understand this result - and hopefully remove it.[/font] [font="Arial,"][size="4"]I have tried to use an order independent blending shader and I get the same result. It would appear as though the pixels/fragments are being discarded due to failing the depth test. This does not make any sense to me.[/font]
  6. To let any other readers know: the described approach (to create a Surface from a texture) worked perfectly.
  7. Amused that Samsung Omnia 7 users are only in the scheduling stage for their Mango updates when I already have mine :-D http://t.co/q2GwP1r7
  8. Awesome, first silver badge on StackOverflow! :-D
  9. I've just taken a look into the SlimDX documentation briefly and it appears as though I should be able to take that approach. I shall try using a texture and it's surface then respond with any findings. Cheers.
  10. Came across a great way to enable better debugging information for #WPF Bindings using PresentationTraceSources.TraceLevel=High
  11. [color="#1C2837"]Which DirectX is this? If its DX11 then just use UnMap and extract it from the array. Otherwise I don't know[/quote] It's using DirectX 9. [color="#1C2837"]You can't directly access render target textures on the CPU like that. You need to call GetRenderTargetData and copy the data to a system surface, and then Lock that.[color="#1C2837"]Is this something you're planning on doing every frame? If so, it will be extremely slow. [/quote] I'm trying to use it for a version of Order Independent Transparency that I'm using. I'm creating render targets, which are passed to the graphics device so the shader passes can render to them. I then need to pass the rendered information as a sampler to the shader to be used as a lookup. Any ideas if this is possible and/or how to go about it?
  12. Some interesting updates for the #Kinect SDK in Beta 2, but still doesn't appear to be any support for finger detection http://t.co/0VVuTKk3
  13. I am trying to work out how to extract the pixel color information from a SlimDX Direct3D9 Surface. I have the surface, which I create with Surface.CreateRenderTarget(...). I then use that as a render target. I want to then extract the color information so I can transform it to a texture, which can then be passed to a shader and rendered onto some geometry. I've tried using the following method: Surface renderTarget = Surface.CreateRenderTarget(...); device.SetRenderTarget(0, renderTarget); // ... perform render operations ... // Extract information DataRectangle rect = renderTarget.Lock(LockFlags.None); using (DataStream stream = rect.Data) { // Note: The parameter type <T> has been tried with various structs, such as Color4 and Vector4. Color4[] result = stream.ReadRange<Color4>((int)stream.Length); } For the above code, I get an array with empty values (ARGB: 0, 0, 0, 0). Does anyone have any ideas on how I might go about achieving my desired result?
  14. .NET memory leaks are rather difficult to isolate. Making progress though, leak reduced by 24MB. Only about another 75MB to go!
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