Jump to content
  • Advertisement

Tim Coolman

  • Content count

  • Joined

  • Last visited

Community Reputation

171 Neutral

About Tim Coolman

  • Rank
  1. Tim Coolman

    Drawing many textured quads at once

    Thanks unbird and menohack for your suggestions.The texture atlas may be problematic because these aren't static textures that I can layout into an atlas resource in advance - these textures are first rendered by prior Draw calls and may be redrawn frequently. Basically I am drawing many things to these off-screen textures and then compositing them to the screen as quads, which I would like to do with instancing. I will consider the Texture2DArray suggestion using the largest texture for the dimensions.
  2. Tim Coolman

    Drawing many textured quads at once

      Thanks for the suggestion. It would be possible, but I'm still hoping for a more straightforward solution.
  3. In my DirectX 11 application, I would like to draw a scene consisting of many textured quads. For the sake of efficiency, my first thought was to use instancing to pull this off in a single draw call - four common vertices and an instance buffer containing transformation matrices to handle positioning of each instance, and an index for which texture to sample from. I had hoped I could do this using a single Texture2DArray resource for storing my collection of textures, but the textures all vary in size (though would share the same format). This does not appear to be possible with a Texture2DArray.   I would really like to avoid a separate draw call for each of these quads. From what I understand there is overhead involved in draw calls that can create a CPU bottleneck, especially considering I would only be drawing two triangles per call.   Anyone have suggestions on the most efficient way to do this?
  4. Tim Coolman

    Model perspective issue in XNA

      You were right! That line appeared to do the trick. Any idea if there is a way to take care of this on the export from Blender so I don't have to modify the cull mode?
  5. I have recently been playing around with XNA for the first time. I have some experience with DirectX 10 and 11, and have also gone through some modeling tutorials for Blender. But this is the first time I've tried to import a model created in Blender.   In the project I'm experimenting with, I am drawing a jet model provided in a Microsoft example, and a simple house model I created in Blender and exported to a .x file. The problem I'm having is the perspective of the house is opposite as it should be, relative to the camera. If the house model is in the center of the viewing area, it looks fine - all I see is the front surface of the model. As the model moves to the right of the camera (translation only, no rotation applied), I should begin to see some of the side of the model that is closest to the camera. Instead the opposite side becomes visible. The same happens with up and down movement.   The jet model behaves correctly, but I'm using the same view and projection matrix for both models.   Here are some screenshots to demonstrate what I'm talking about. Hard to tell with the jet, but the issue with the house is pretty clear. Just looking for some tips as to why this might happen? Hard for me to understand how the model could be the problem, but since I'm using the same matrices for both models, I feel like there must be something wrong with the way I exported the model or something. Thanks in advance for any time given to help me out!   [attachment=14031:1.png][attachment=14032:2.png][attachment=14033:3.png][attachment=14034:4.png][attachment=14035:5.png][attachment=14036:6.png]
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!