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StillDesign

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About StillDesign

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    QA
  1. Simple Json Lib.

    I would also recommend taking a look at Json.NET, it's been around for a while now and is fast and reliable.
  2. I can't remember exactly, but try changing: descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; to descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;   Note the 'MS' suffix
  3. Texture array with mipmaps

      A mip halves in size (w & h) each time: 256px, 128, 64, 32, 16, 8, 4, 2, 1 = 9 mips (or the original image and 8 mips :P) https://en.wikipedia.org/wiki/Mipmap#How_it_works   public static int CountMipMaps(int width, int height) { int m = Math.Max(width, height); int i = 0; while (m > 0) { m >>= 1; i++; } return i; }
  4. Direct3D 11.3 and SM 5.1?

    I've packed all my various textures that are used in my 3d scene into a set of texture arrays. A texture array (in D3D11) requires they be the same width, height and format, so I 'group by' those values, then copy all the textures into texture arrays and create a lookup table. When it comes time to render, I now bind my texture arrays (currently about 20 of them) and draw all my geometry in a single draw call - this approach is probably a bit overboard I'll admit, but it sure is fast :) Using dynamic indexing would allow me to index into one of the 20 bound texture arrays.
  5. Direct3D 11.3 and SM 5.1?

    Cheers Jesse :)   I found dxcapsviewer.exe in the Windows SDK which has also clarified a few things -   Direct3D 11.3 > FL_11_1, FL_12_0 and FL_12_1 = Shader Model 5.0 Direct3D 12 > FL_11_0, FL_11_1, FL_12_0 and FL_12_1 = Shader Model 5.1   Guess it's time to bite the bullet and do the big upgrade to 12  :o
  6. tldr; Shouldn't a ID3D11Device3 be able to load a vs_5_1 shader?   I'd like to make use of Dynamic Indexing which was made possible in SM5.1 - https://msdn.microsoft.com/en-gb/library/windows/desktop/mt186614(v=vs.85).aspx   As far as I can tell SM5.1 is available (at least partially?) in D3D11.3 - https://msdn.microsoft.com/en-us/library/windows/desktop/dn933277(v=vs.85).aspx   However if I  write a simple vertex shader compile it using fxc to a file (with /T vs_5_1) then load that using ID3D11Device3::CreateVertexShader, it reports: D3D11 ERROR: ID3D11Device::CreateVertexShader: Shader must be vs_4_0, vs_4_1, or vs_5_0. Shader version provided: UNRECOGNIZED [ STATE_CREATION ERROR #167: CREATEVERTEXSHADER_INVALIDSHADERTYPE] I'm using; Windows SDK 10.0.14393, d3dcompiler_47, fxc 10.1, D3D_FEATURE_LEVEL_11_1, 970GTX with driver 372.54, VC++ 14
  7. DX12 DirectX 12 Engine Level Editor

    Usually a BadImageFormatException is the result of trying to load code of different bitnesses, ie loading your win forms app as 32 bit, but then trying to load the 64 bit version of directx.
  8. It's done!

    Awesome work dude! The game looks very cool. I also enjoyed reading your blog posts about all the struggles you faced and overcame.
  9. walk on terrain mesh

    You can use NVIDIA PhysX, it has a character controller, it provides a capsule shape which will move around overtop of an arbitrary mesh (i.e. the ground terrain mesh you have), it will also slide against walls. The terrain, in PhysX, would be constructed by reading out the triangles that comprise the terrain mesh and passing them into a PxTriangleMeshDesc then into cookTriangleMesh. From there, you'd just position the capsule controller above the ground and drop it and use keyboard controls (WASD) to move it around (based on your characters forward direction).
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