gchris6810

Members
  • Content count

    60
  • Joined

  • Last visited

Community Reputation

207 Neutral

About gchris6810

  • Rank
    Member
  1. Multiple projection matrices

    Thanks for the replies. Seeing as the performance loss is negligible I think I will stick with what I have.
  2. Hi,   I am creating an application with multiple viewports. I was researching methods as to how I could store multiple projection matrices and all I found was the glPushMatrix and glPopMatrix functions which don't seem to be adequate for what I need (although I may be wrong). Would computing the individual projection matrices each frame give a large performance loss? If so then what method can I use to store and recall them? If I have to use the aforementioned functions then could I please have an example of the implementation. I understand that the projection matrix stack can store a maximum of two matrices on some hardware. How would I circumvent this? Thanks.
  3. Render to texture efficiency

    The separate viewports option sounds like a much better idea. I'll go with that.
  4. Hi,   I am working on creating a level editor that contains 4 unique views (3 plan views and 1 3D view). I was thinking that rather than lots of context switching to update all 4 views simultaneously I could partition a single window and have all draw calls mapped to 4 textures, that could then be mapped to the relevant parts of the window. I have a few questions:   1. Is it possible to do this and make it look correct? 2. Is swapping between textures any faster than swapping between windows? 3. Is there a better way to do this than those I have suggested?   Thanks in advance.
  5. Hi,   I had noticed a very large frame rate drop in my application recently so I downloaded the Microsoft GPU View tool and after close analysis it appears that the packets being submitted to the GPU are far too large. My application is quite simple so it does pretty much the same work each frame and a regular packet is 3100 bytes and a present packet is 131,072 bytes in size. Seeing as a regular packet from World Of Warcraft is only 472 bytes in size I think I am doing something seriously wrong here.   Here is a list of the stuff I do each frame:    - Map + unmap and update constant buffers with the per model data (1 matrix)  - Bind relevant vertex, index buffers, textures  - Bind relevant shader  - Bind the input layout attached to the shader  - Render using DrawIndexed   Of course, I could be completely wrong in thinking the slow down is to do with packet sizes but it seems to be the only possible cause. Does anyone know of a particular factor that could cause the packet sizes to become much larger?
  6. Texture facing wrong way

    The source of the issue is the particular model I was using as I have tried lots of other models since then which have worked perfectly.
  7. Texture facing wrong way

    I got the model online. I don't know what the creator could have done to alter the UV coordinates. I didn't apply any changes to the coordinates inside the blender file exporter.
  8. Texture facing wrong way

    Yes the head is a separate mesh. It appears that the geometry is correctly oriented (I know because of the wire frame view) but the texture is mapped so the face is on the back of the head and the canvas is over the face geometry. I tried changing the V value from -V to (1 - V) as L. Spiro suggested but there was no difference. Any further suggestions based on this information?
  9. Hi,   I am trying to load a model from my custom data format but the face texture is the wrong way around (see image). As you can see all the other textures are the correct orientation but the face shows the black canvas that should be at the back of the head rather than the face. Does anyone have any idea why this could be happening? Thanks in advance for any replies.   EDIT: The model is exported from Blender 3D. I negated the texture V coordinate and changed the vertex input order from x, y, z to x, z, y. I am using D3D11_CULL_FRONT with FrontCounterClockwise set to false.  
  10. Okay thanks a lot that was the answer I was looking for.
  11. Hi,   I'm trying to write a system where the engine can find what data requirements any given constant buffer has and then supply that data in the correct order to the shader. Is there a way to find this information using Direct3D 11 that would be practical for game engine use? Thanks.
  12. Hi,   Although Direct3D is still perfectly functional all the debug output seems to have gone. For example if I create an object but do not call the release function then nothing is printed to the visual studio output window. I am using Visual Studio 2013 express. This only seems to have started happening in the past few days. Does anyone have any ideas as to how I can solve this?
  13. I am mainly making the game engine to educate myself on graphics programming.   One more question. What are the benefits of using DirectX over OpenGL (if any)?
  14. Thanks for all the suggestions everyone. I think that as it is my first proper game engine project I won't focus on the cross platform element, although the way I plan to code it would make it relatively conducive to porting when it is finished.
  15. Hi,   I started off trying to make my game engine completely cross platform from the start but now I have dug into it i'm starting to think it just isn't worth all the additional complexity and probable performance loss. Would it be better just to write the full game for windows and then port over to Linux and Mac?   Thanks.