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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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  1. Hi, I would like to export 3D Volumetric data to some "standard" format like VRML, X3D or PDF (which is now capable to handle 3D graphics), but I've noticed, that however there are some new format specifications (e.g. for X3D), that provide some way to save volumetric data, the problem is, that there is only a few (or none) visualization tools that can handle these new format extensions. Or am I wrong? As far as I know, there is always good support for mesh geometry, but Volumetric data are a bit different story... Could someone suggest some format for volumetric data export, that is wide-spread and the viewers as well (freeware in best case)? Thanks a lot.
  2. [quote name='xoofx' timestamp='1340095177' post='4950517'] You should setup the OIT_StartOffsetBuffer variable on the Effect (using AsUnorderedAccessView() on the variable) and not directly using OMSetRenderTargetsAndUnorderedAccessViews. (Check Effects11/EffectRuntime.cpp:205 in the DirectX SDK). [/quote] Yes, you're right, I've just started analyzing Effects11 and found it myself... I've also noticed, that Effects11 provide no supposrt for setting UAV Counter initial value. So I had to change it a bit... Now it seems to be working properly. Thanks a lot to everyone. To sum up this topic: [quote]If you're using Effects11 framework and want to bind UnorderedAccessView to shader to write to,do NOT use OMSetRenderTargetsAndUnorderedAccessViews (has no effect), use ID3DX11EffectUnorderedAccessViewVariable::SetUnorderedAccessView(pUAV) instead. Beware that standard Effect11 framework does NOT provide any way to set UAVs counters initial values! (but can be quickly/easily coded)[/quote] I
  3. Oh, it's just a bad copy&paste... Of course in the code the call is uncommented like this: [CODE] ID3D11UnorderedAccessView * apUAVs[1] = { m_pDX_UAV }; // Initialize UAV counters UINT initCounters[] = { 0 }; // bind render targets & UAVs m_pDevCon->OMSetRenderTargetsAndUnorderedAccessViews(0,NULL, NULL, 0, 1, &(apUAVs[0]), initCounters); [/CODE] The previous setting of render targets to NULL is really redundant. Thanks. But it doesn't solve the binding problem. I used PIX to track the API calls and found out, that DX Effect framework is actually working with UAVs and binding them to shaders. Now I'm confused twice more, than I was before... [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] It seems, that Effect framework completely overrides standard API calls. Oh my... Does anybody have any experience with Effect framework and using UAVs? When I used PIX, the app crashed. This is a part of log that proves, that UAVs are set by Effect framework, thus making apps UAV related calls redundant: [source lang="cpp"] ... PRE: <this=0x09fb1648>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(0, NULL, NULL, 0, 1, 0x00B575FC, 0x00B575F0) // this is apps call Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(0, NULL, NULL, 0, 1, 0x00B575FC, 0x00B575F0) Frame 000001 ........PRE: <this=0x09fb13e0>ID3D11Device::CreateInputLayout(0x0CF86490, 3, 0x2B04514C, 26616, 0x00B5777C) D3D11: INFO: Create InputLayout: Name="unnamed", Addr=0x0872DBF4, ExtRef=1, IntRef=0 [ STATE_CREATION INFO #2097264: CREATE_INPUTLAYOUT ] Frame 000001 ............PRE: AddObject(D3D11 Input Layout, 0x09F49988, 0x0872DBF4) Frame 000001 ............POST: <TRUE> AddObject(D3D11 Input Layout, 0x09F49988, 0x0872DBF4) Frame 000001 ........POST: <S_OK><this=0x09fb13e0> ID3D11Device::CreateInputLayout(0x0CF86490, 3, 0x2B04514C, 26616, 0x00B5777C) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::IASetInputLayout(0x09F49988) Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::IASetInputLayout(0x09F49988) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x2ADF9768, 0x00B57770, 0x00B57764) Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::IASetVertexBuffers(0, 1, 0x2ADF9768, 0x00B57770, 0x00B57764) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::IASetIndexBuffer(0x0A0072B8, DXGI_FORMAT_R16_UINT, 0) Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::IASetIndexBuffer(0x0A0072B8, DXGI_FORMAT_R16_UINT, 0) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP) Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::UpdateSubresource(0x09F55D58, 0, NULL, 0x2B0A3694, 784, 784) Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::UpdateSubresource(0x09F55D58, 0, NULL, 0x2B0A3694, 784, 784) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::VSSetConstantBuffers(0, 1, 0x2B0A4BC4) Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::VSSetConstantBuffers(0, 1, 0x2B0A4BC4) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::VSSetShader(0x09F53290, NULL, 0) Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::VSSetShader(0x09F53290, NULL, 0) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::PSSetConstantBuffers(0, 1, 0x2B0A4BEC) Frame 000001 ........POST: <><this=0x09fb1648> ID3D11DeviceContext::PSSetConstantBuffers(0, 1, 0x2B0A4BEC) Frame 000001 ........PRE: <this=0x09fb1648>ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews(-1, NULL, NULL, 0, 1, 0x2B0A4BF4, 0x0D1E3860) // this is Effect framework call ... [/source]
  4. Hi, I'm trying to implement Order Independent Transparency in DX11 as described [url="http://www4.atword.jp/cathy39/category/direct3d11/oit-direct3d11/"]here[/url] , but I've got stuck with following problem: It seems that my app is unable to bind UnorderedAccessView to proper slot of the pixel shader. (I'm using DX11 Effect framework for shaders...) Although I think I bind them correctly, I'm getting this debug message: [quote] D3D11: INFO: ID3D11DeviceContext::DrawIndexed: The Pixel Shader unit expects an Unordered Access View at Slot 0, but none is bound. This is OK, as reads of an unbound Unordered Access View are defined to return 0 and writes are ignored. It is also possible the developer knows the data will not be used anyway. This is only a problem if the developer actually intended to bind a Unordered Access View here. [ EXECUTION INFO #2097374: DEVICE_UNORDEREDACCESSVIEW_NOT_SET ] [/quote] relevant pixel shader part (just write value of 5 to every affected pixel...), compiled under ps_5_0: [CODE] ... RWByteAddressBuffer OIT_StartOffsetBuffer : register( u0 ); [earlydepthstencil] void PS_StoreFragments( PS_INPUT input) { uint x = input.position.x; uint y = input.position.y; // Read and update Start Offset Buffer. uint uIndex = y * iScreenWidth + x; // get offset from position uint uStartOffsetAddress = 4 * uIndex; uint uOldStartOffset; OIT_StartOffsetBuffer.InterlockedExchange( uStartOffsetAddress, 5, uOldStartOffset ); return; } ... [/CODE] Here is how my app is trying to bind the UAVs: [CODE] ID3D11RenderTargetView* pViewNULL[ 1 ] = { NULL }; ID3D11DepthStencilView* pDSVNULL = NULL; m_pDevCon->OMSetRenderTargets( 1, pViewNULL, pDSVNULL ); ID3D11UnorderedAccessView * apUAVs[1] = { m_pDX_UAV }; // Initialize UAV counters UINT initCounters[] = { 0 }; // bind render targets & UAVs m_pDevCon->OMSetRenderTargetsAndUnorderedAccessViews(0,NULL, NULL, 0, 1, &(apUAVs[0]), initCounters); [/CODE] Here is how I create m_pDX_UAV: [CODE] bool CreateUAV(UINT uiWidth, UINT uiHeight, UINT uiItemByteSize) { uiWidth = max(1,uiWidth); uiHeight = max(1,uiHeight); lx_uint32 itemCount = uiWidth * uiHeight; uiByteSize = itemCount * uiItemByteSize; // create buffer D3D11_BUFFER_DESC descBuf; memset( &descBuf, 0, sizeof( descBuf ) ); descBuf.StructureByteStride = uiItemByteSize; descBuf.ByteWidth = uiByteSize; descBuf.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS; descBuf.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE; if (FAILED( m_pDev->CreateBuffer( &descBuf, NULL, &m_pDX_Buffer ) )) { return false; } // create UAV D3D11_UNORDERED_ACCESS_VIEW_DESC descUAV; memset( &descUAV, 0, sizeof( descUAV ) ); descUAV.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; descUAV.Buffer.FirstElement = 0; descUAV.Format = DXGI_FORMAT_R32_TYPELESS; descUAV.Buffer.NumElements = itemCount; descUAV.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW; if (FAILED( m_pDev->CreateUnorderedAccessView( m_pDX_Buffer, &descUAV, &m_pDX_UAV ) )) { return false; } // create SRV D3D11_SHADER_RESOURCE_VIEW_DESC descSRV; descSRV.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; descSRV.Buffer.FirstElement = 0; descSRV.Buffer.NumElements = itemCount; descSRV.Format = DXGI_FORMAT_R32_UINT; descSRV.BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW; descSRV.BufferEx.FirstElement =0; descSRV.BufferEx.NumElements = itemCount; if (FAILED( m_pDev->CreateShaderResourceView( m_pDX_Buffer, &descSRV, &m_pDX_SRV ) )) { return false; } return true; } [/CODE] Does anybody have any idea, why is this happening? Is the binding of UAVs to shader and applying shader pass via: ID3DX11EffectPass::Apply(...) order sensitive? (now I first bind UAVs and then ::Apply() shader.). Do I need to bind DepthStencilView? Thanks for any suggestion.