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five1mon

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  1. DX12

    Let me just clarify. I don't expect to gain any particular decoding power from DX12 but since the rest of the engine runs DX12 it has to be that way. Sure using CS seems like a good candidate.
  2. DX12

    Thanks for the reply but it's not suitable unfortunately as it doesn't support DX12 yet and as it's not open source it's not possible to modify either. 
  3. DX12

    Actually DX12 is not a very important requirement. In case the code is open source I can just convert it myself.
  4. Hey   I need to decompress several videos in parallel for in-game content. Preferable the input format should be as compressed as possible while the decompression process doesn't consume too much processing power. So using the GPU seems like a good idea. This need to run on all vendors of PC and XB1. So I don't want to use any Nvidia or ATI specific solution. It also need to support DX12 so I can't use Media Foundation or any closed source API that is based on DX11.   Does anyone know of some open source project or demo/sample I could look into? Preferably I would like something that works straight out of the box or some code that's well contained enough so that it's easy to port to DX12. Big plus as well if it comes with no fees for commercial use.     Thanks!
  5. Wouldn't it look "wrong" where the objects intersects the water, such as floating buoys and boats. I read about some techniques doing parallax compensation to improve the quality of cube maps, not sure if that can be used here?
  6. Hey I'm looking for a method to render reflections in ocean waves. The scene in question contains several meter high waves near a coastal harbor. Different kinds of objects are floating in the water. So I want these dynamic objects as well as the surrounding static geometric to reflect in a convincing manner. The reflection is rather distorted by ripples so some degree of inaccuracy can be accepted. Does anybody know of a good method to use for this?   Atm a variant of planar reflection is used, which looks acceptable when the waves are small to medium sized but when they're getting larger all sorts of artifacts appears. The method can't be too expensive to compute either or I won't be able to use it.     Thanks :-)
  7. Hey I’m having this problem with transparency on particles that I can’t really get my head around. It appears that bright alpha blended particles show up much more pronounced in game than dark ones. I hacked the pixel shader so that I could toggle the output RGB from darkest (0.0f) to brightest (1.0f), with alpha value identical. I would have expect both to contribute approximately the same, maybe appear a little different dependent on the background but as you can see the dark particles almost disappear:     Does anybody know why this might be happening? The platform I'm running on is PC, Directx11. I took a look in some profiling tools the black smoke are written to the colour buffer with the format DXGI_FORMAT_R16G16B16A16_FLOAT. The blend settings are:           RenderTarget[0]                   BlendEnable           1             SrcBlend   D3D11_BLEND_SRC_ALPHA             DestBlend                D3D11_BLEND_INV_SRC_ALPHA             BlendOp   D3D11_BLEND_OP_ADD             SrcBlendAlpha       D3D11_BLEND_SRC_ALPHA             DestBlendAlpha    D3D11_BLEND_INV_SRC_ALPHA             BlendOpAlpha       D3D11_BLEND_OP_ADD             RenderTargetWriteMask  D3D11_COLOR_WRITE_ENABLE_ALL   I tried with a few different blend settings with no improvement. I tried pre-multiplied alpha as well. Each particle is setup to have a small alpha value if I crank it up the dark particles appear more but that makes the bright particles over-saturated. I need to have dynamically both bright and dark particles from the same emitter as I'm applying lighting to the particles. Has anybody come across this problem before?     Thanks, Simon
  8. Hey Is it possible to overload the ID3D11Device in DirectX 11? I want the device to behave exactly like normal except for when resources are created in debug mode. Then I want to attach a memory tracking interface through the SetPrivateData functionality. When it comes to the code I manage by myself a wrapper object around the device would probably be all fine. However I would also like to be able to track allocations when the device gets passed to third party libraries. I created a very simple test environment with my custom device inheriting from ID3D11Device. But D3D11CreateDeviceAndSwapChain takes a double pointer to a ID3D11Device so I’m not sure it will be possible this way? Does anybody know how I can make this or is it just simply impossible? Thanks
  9. I kind of agree with you and if I was in charge I prob implement something similiar. Just the way the system is setup atm, we submit compiled shaders and I was just looking into solving the problems with assuring a standard for what flags been used when building.
  10. Hey In the situation where you're having compiled shaders under source control is it possible to write a check-in test that examin what flags the shaders been built with. Most common you want to see that no debug shaders get checked-in. So what I want to know -Is it possible to obtain infromation of what flags a particular shader been built with? Cheers :-)
  11. [img]http://i99.photobucket.com/albums/l303/51mon/jaggededge.jpg[/img] This is what it looks like
  12. Hey I’m currently porting a shadow system from Xbox 360 to DirectX 11. As a reference we want code with the same functionality to run on DirectX. The problem is that I can’t get the bilinear pcf interpolation to work properly. I tried many variants of the code but didn’t reach a satisfying result. This is how the code stands atm: [CODE] float4 vFrac; // Clamp the lookup coord so they will be in complete sync with the bilinear weights vecFrac.xy = modf((vShadowCoord.xy) * float2(768.0f, 768.0f), vShadowCoord.xy); vShadowCoord.xy /= float2(768.0f, 768.0f); // Compute the bilinear weights vecFrac.zw = float2(1.0f, 1.0f) - vecFrac.xy; float4 vBilinearWeights = vecFrac.zxzx * vecFrac.wwyy; float4 vSamples; // Read the 4 neighbours vSamples.x = shadowMap.Sample(pointSampler, offsetCoord.xy, int2( 0.0, 0.0 )).x; vSamples.y = shadowMap.Sample(pointSampler, offsetCoord.xy, int2( 1.0, 0.0 )).x; vSamples.z = shadowMap.Sample(pointSampler, offsetCoord.xy, int2( 0.0, 1.0 )).x; vSamples.w = shadowMap.Sample(pointSampler, offsetCoord.xy, int2( 1.0, 1.0 )).x; // Compute the depth comparision for each tap vShadowCoord.z -= 0.001f; vSamples = step(vShadowCoord.zzzz, vSamples); // The result float shadow = dot(vSamples, vecBilinearWeights);[/CODE] If I can get this to work I can increase the number of taps and implement other filters as well. Hardware accelerated pcf([font=courier new,courier,monospace]SampleCmpLevelZero[/font]) works fine and I don’t think there’s any wrong with the texture resource. Does anybody know how I can implement proper bilinear texture filtering on DirectX 11 without using [font=courier new,courier,monospace]SampleCmpLevelZero[/font]? The artefacts I experience are sharp edges where the “interpolation” seems to start sudden. As the camera moves around the penumbra flickers like the sampling was dependent on the viewing angle. Cheers
  13. Thanks MJP. Maybe you're right, I've seen examples of both implementations? However that didn't solve my problem but I found another solution. It turned out that I had to set the sampler on the application side ([size=3][font=Consolas][font=Consolas]PSSetSamplers[/font][/font][/size]). This was only the case for [size=3][font=Consolas][font=Consolas]SamplerComparisonState[/font][/font][/size], all other samplers worked fine when declared in the shader. The reason I didn't try that sooner was that it got a little tricky to do that in our engine framework. I don't know why this is happening but maybe there's some minor driver bug? I'm using ATI hardware.
  14. Hey I've started using a new engine and am going to modify the shadow generation. I'm currently strugling with implementing hardware PCF in the shader. [font=Consolas][size=2]SampleCmpLevelZero [/size][/font]is always returning 0 and the screen goes black. The code used to work before I optimized. I'm calling [size=3][font=Consolas][font=Consolas]SampleCmpLevelZero [/font][/font][/size]with the same uv and depth that functioned well with the unoptimized code and I'm using following sampler state: [size=3][font=Consolas][font=Consolas]SamplerComparisonState ShadowSampler[/font][/font] [font=Consolas][font=Consolas]{[/font][/font] [font=Consolas][color=#008000][font=Consolas][color=#008000][font=Consolas][color=#008000] // sampler state[/color][/font][/color][/font][/color][/font] [font=Consolas][font=Consolas] Filter = MIN_MAG_LINEAR_MIP_POINT;[/font][/font] [font=Consolas][font=Consolas] AddressU = MIRROR;[/font][/font] [font=Consolas][font=Consolas] AddressV = MIRROR;[/font][/font] [font=Consolas][color=#008000][font=Consolas][color=#008000][font=Consolas][color=#008000] // sampler comparison state[/color][/font][/color][/font][/color][/font] [font=Consolas][font=Consolas] ComparisonFunc = LESS;[/font][/font] [font=Consolas][font=Consolas] ComparisonFilter = COMPARISON_MIN_MAG_LINEAR_MIP_POINT;[/font][/font] [font=Consolas][font=Consolas]};[/font][/font][/size] [font=arial,helvetica,sans-serif][size=2][size=2][size=3]The same that I found in the documentation. I had a look at what format the texture resource, depth stencil view and shader resource view were using and it seemed to be the same that worked in the cascade shadow sample that comes with the directx SDK [/size]([/size][/size][/font][font=arial,helvetica,sans-serif][size=2][size=2][size=3][font=Consolas][font=Consolas]DXGI_FORMAT_R24_UNORM_X8_TYPELESS, [font=Consolas][font=Consolas]DXGI_FORMAT_D24_UNORM_S8_UINT[/font][/font][/font][/font]). What I could see all other settings were identical.[/size][/size][/size][/font] [size=3][font=arial,helvetica,sans-serif]When I view the process in PerfStudio the depth map seems valid (and it workes if I just call [i]Sample[/i]). What can be the reason for this behaviour. Has anybody experienced the same or know what I should check?[/font] [font=arial,helvetica,sans-serif]Thanks a lot :-)[/font][/size]
  15. Hey I'm prototyping an face editor where a "generic" mesh can be tweaked to resembles someones face. I have a database of the facial ratios of a number of people and the idea is that I should be able to input these values into the system and it should return a face that resembles that person. I've started of simple by having meshes for the [color=#222222]extremes [/color]and then lerp between them; eg I have 2 meshes [color=#222222]thinnest [/color]nose and widest nose I know what value the mesh represent and then lerp between them with the value from the database. I'm a bit concerned if this approach will work when the feature set builds up. Say that a vertex on the cheek is affected by multiple features would it look good to do an accumulated blend between all the blend shapes? Performance is not an issue since the results can be baked. I would also like to know how this will affect facial animation. Has anybody faced a [color=#222222]similar [/color]problem? How did you solved it? Is there any resources where I can read up? I'm not entirely sure what words to google. Cheers Simon