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Such1

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  1. try switching vertices 1 and 2 to see if the triangle isn't facing the other way.
  2. Why do you have this? float blendFactors[] = {.99, .97, .9, 0}; shouldn't it be something like: float blendFactors[] = {.9, .9, .9, .9}; And no, it will never fade completely(theoretically), but it should get really close.
  3. I assume you already have the camera position, which I'll call m_cameraPosition. this returns the mouse direction in 3D: [CODE] POINT mp = getMousePosition(); D3DXVECTOR3 v; v.x = ( ( ( 2.0f * mp.x ) / m_width ) - 1 ) / m_perspectiveProjection._11; v.y = -( ( ( 2.0f * mp.y ) / m_height ) - 1 ) / m_perspectiveProjection._22; v.z = 1.0f; D3DXMATRIX m; D3DXVECTOR3 rayDir; D3DXMatrixInverse( &m, NULL, &getCameraMatrix() ); // Transform the screen space pick ray into 3D space rayDir.x = v.x*m._11 + v.y*m._21 + v.z*m._31; rayDir.y = v.x*m._12 + v.y*m._22 + v.z*m._32; rayDir.z = v.x*m._13 + v.y*m._23 + v.z*m._33; return rayDir; [/CODE]. getCameraMatrix() returns the camera view matrix m_perspectiveProjection is the projection matrix m_width and m_height are the size of the screen getMousePosition() returns the client mouse position so the final position would be: rayDir * distance + m_cameraPosition; change distance as you desire, or calculate it if you need that z = 50
  4. You have 2 backBuffer, you should do something like this: clean both buffers loop: render buffer1 on buffer2 with 90% clean buffer1 render what you want on buffer 2 switch places between buffer 1 and 2 your image is now on buffer1
  5. I think you are not clearing the buffers after u used them.
  6. I tried all your suggestions before I posted here, none of them worked. Maybe I got something wrong. But I fixed it by using Texture2DArray anyway so... But thank you for your suggestions.
  7. Hey guys, I'm using 3D textures on my engine, but one thing I need to do is to get the exact texture coordinate of a pixel. Like this, my 3D texture is actually several 2D textures. But I am using them like that because they are also used as render target. But when I use them as resource I need to separate them again. How is the texture coordinates system work? I tried a few times and sometimes I get blended between 2 2D Textures. EDITED: Actually, I just changed my code to use Texture2DArray instead. I realized that they don't have a render target limit that could affect me.
  8. You can, but I think the vertex buffer is a better idea. And the 4th parameter only matters if you are using the vertex buffer to pass instances data.
  9. When you have intance drawing you have 2 vertex buffers, one for the vertices and the other for the instances data. I guess thats what you are confused about.
  10. Sorry, I guess you didn't understand. You have this:(hypotetically) VERTEX* vertexBuffer0; INSTANCE* vertexBuffer1: that 4th parameter change which one will be the SV_InstanceID data. If you say the 4th parameter is x, the hypotetical formula would be: InstanceData = vertexBuffer1[SV_InstanceID + x]; I think this way is easier to understand.
  11. It doesn't add to SV_InstanceId, the only difference is on the vertex buffer on the instance part. the SV_InstanceID 0 should have the data from the second instance on the vertex buffer. Hope I made myself clear.
  12. NVM, stupid error. LOL
  13. I am not using AMD card. And I'm still not able to use DirectCompute
  14. Yeah, you are on the right track. My camera code is structured like this: cameraLookAt;//Set to the position you want your camera to point at(probably your characters head or something like that) cameraPosition = D3DXVECTOR3(0, 0, -distance);//change distance to the distance between the camera target and the camera //now rotate cameraPosition using deltaY and deltaX than: cameraPosition += cameraLookAt;
  15. Ok, thank you, that is what I wanted. I just want to try to make it compatible. I don't care if it is with a slower performace