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About xprzemos

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  1. Hello, i need tips how is the best way draw line on RenderTarget. I need draw line on render target, and later use it as resource to post processing shader. I know how draw line in 2d context but i can't draw it on render target. Really thanks for help.
  2. xprzemos

    Remeber state of pixel in HLSL.

    Really thanks everyone ,Hornsj3 yes i know it about DX11 but i write it to Windows 8 and tablets with Windows 8 have minimal hardware version DX10 so i must choose it if i want target to many people. Compute Shader is available from DirectX 10.1
  3. Hello, i have a little problem and i wanna know it's a good way to resolve it. I change many pixel color on my application (cellular automata), I swap render targets to get actual back-buffer and later i put it to my Pixel-shader, in next frame operation is repeat. My problem i when wanna know the pixel is changed or not. I know i can solve it by use one more render target and remember my specific data per pixel, but i think it can be made some performance issue. Maybe is some other way to do it. I use DirectX10. Really thanks for help.
  4. xprzemos

    PixelShader -> Pixel Movement

    Exacly, main idea is a specyfic type of cellular automata. Really thanks for answer
  5. Hello. i'm new on DirectX programming and i have small problem. I want move down many pixel on GPU. My target platform is Windows8 x86 and arm so i choose Direct 11.1. I have implemented basic pixel shader and can render it on GPU XNA but Win* not have XNA:P. Idea is simple : 1 Swap render target (first, second), 2. Draw scene with shader 3. Set basic render target (default) 4. Draw render target (first, second) and thats way my pixel can move (i check in shader neighbours and replace color). My question is how the best way put in to DirectX. I read a lot, check many tutorial and i'm little confused First Way : I know it can be made by RenderTargetView and ShaderResource (i can draw to render target, put it to shader but i can't draw result target it to default render target :/ (in XNA is simple couse i can draw RenderTarget as texture)). Second Way : I can render it in default render target, put in to shader and later get result from backbuffer () and repeat operation (put to shader) Couse my hardware target is DirectX10 i can't use compute shaders. And here is my question, what way is the best by performance profile, maybe is some others way and i'm wrong thinking about it. If you know some tutorial or suggestion is a very helpfull for me. Really thanks for help and sorry for bad english.
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