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xlope01

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  1. here it show that you get more performance over the standard sqrt function. I have no idea is that is still true for 64bit
  2. The following code is a very fast method of computing sqrt but in 32bit application. double inline __declspec (naked) __fastcall sqrt_asm(double n) { _asm fld qword ptr [esp+4] _asm fsqrt _asm ret 8 } what is the equivalent (in speed) for 64bit application?
  3. It turns out that I forgot to disable CF when I was creating the profile in CCC...   Anyway, now it is 6% faster compared to VS2010 release .exe
  4. Hello, I convert a project that was in VS 2010 to VS2013, everything went smoothly, but the performance (for the release exe, with same exact code, and optimization settings) drop almost in half compared to VS2010. Also the cpu usage was reduced to half compared to VS2010. Any ideas of what is going on?   In detail:   Both have the same code, SDK, scene, optimization settings.   VS2010 release exe (launched outside (and inside) Visual Studio yields same results) 105fps, cpu usage 8-9% (single thread, 100%(usage) / 12(threads) = 8.3% full using a single thread, makes perfect sense, since the application is single thread for the time being)   VS2013 release exe (launched outside (and inside) Visual Studio yields same results) 65fps, cpu usage 4-5% (it only using around half the power of a single thread)
  5. I need to discard the pixels so the alpha part of the texture will not be visible, that i use for the foliage. I can minimize the performance hit by using "discard" only on the parts that i need, however doing this I have to break down the objects creating more objects meaning more cpu load.(example a building have some foliage on it and it is one object all together, now will became two object).
  6. In any case you should have: view distance slider (controlling at what volume and distances an object will no longer be drawn) detail distance slider (to control the geometry and shared quality at various distances)
  7. something as simple as that if(textureColor.a < 0.5f) discard; take around 25% hit in frame rate (assuming all the objects on your scene use that)
  8. That was the problem.   In the mesh loading function i add this for(int i=0; i<vertexCount; i++) { for(int g=0; g<vertexCount; g++) { if(model[i].x == model[g].x && model[i].y == model[g].y && model[i].z == model[g].z) { model[i].nx = (model[g].nx+model[i].nx)/2; model[i].ny = (model[g].ny+model[i].ny)/2; model[i].nz = (model[g].nz+model[i].nz)/2; } } } add it fix the problem, now it is smooth.
  9. VS... output.normal = mul(input.normal, (float3x3)worldMatrix); PS.... float4 color; float c = dot(normalize(input.normal), float3(0,1,0)); color = float4(c,c,c, 1); return color; mesh came from sketchup.
  10. That is pretty much what I was doing. with the difference that i use the worldMatrix instead of the ViewMatrix like you did in the VS. Still no smooth normals. There's a way to change the angle of smoothing to see what happens?
  11. How do you smooth normals?
  12. DX11

    ok i get it I will use the vector "rayDirection", however all the methods( triangle intersection ) I find take as input a ray that require point 1 and point 2.
  13. DX11

      I take rayOrigin as point 1 and rayDirection as point 2 crating a line, and i believe that is not the correct way to do it ?
  14. DX11

    Maybe i didn't make my self clear I already have a ray/trianlge intersection method that is working, the problem is the ray that is created by mouse clicking is some how wrong. TestIntersection(int visibleMouseX, int visibleMouseY) { float pointX, pointY; D3DXMATRIX projectionMatrix, viewMatrix, inverseViewMatrix, worldMatrix, translateMatrix, inverseWorldMatrix; D3DXVECTOR3 direction, origin, rayOrigin, rayDirection; // Move the mouse cursor coordinates into the -1 to +1 range. pointX = ((2.0f * (float)visibleMouseX) / (float)m_ResolutionWidth) - 1.0f; pointY = (((2.0f * (float)visibleMouseY) / (float)m_ResolutionHight) - 1.0f) * -1.0f; // Adjust the points using the projection matrix to account for the aspect ratio of the viewport. m_D3D->GetProjectionMatrix(projectionMatrix); pointX = pointX / projectionMatrix._11; pointY = pointY / projectionMatrix._22; // Get the inverse of the view matrix. m_Camera->GetViewMatrix(viewMatrix); D3DXMatrixInverse(&inverseViewMatrix, NULL, &viewMatrix); // Calculate the direction of the picking ray in view space. direction.x = (pointX * inverseViewMatrix._11) + (pointY * inverseViewMatrix._21) + inverseViewMatrix._31; direction.y = (pointX * inverseViewMatrix._12) + (pointY * inverseViewMatrix._22) + inverseViewMatrix._32; direction.z = (pointX * inverseViewMatrix._13) + (pointY * inverseViewMatrix._23) + inverseViewMatrix._33; // Get the origin of the picking ray which is the position of the camera. origin = m_Camera->GetPosition(); // Get the world matrix and translate to the location of the sphere. m_D3D->GetWorldMatrix(worldMatrix); //D3DXMatrixTranslation(&translateMatrix, 1800.0f, 20.0f, 1900.0f); D3DXMatrixMultiply(&worldMatrix, &worldMatrix, &translateMatrix); // Now get the inverse of the translated world matrix. D3DXMatrixInverse(&inverseWorldMatrix, NULL, &worldMatrix); // Now transform the ray origin and the ray direction from view space to world space. D3DXVec3TransformCoord(&rayOrigin, &origin, &inverseWorldMatrix); D3DXVec3TransformNormal(&rayDirection, &direction, &inverseWorldMatrix); // Normalize the ray direction. D3DXVec3Normalize(&rayDirection, &rayDirection); Ray r; r.P0 = rayOrigin; r.P1 = rayDirection; triangle tri; tri.V0 = D3DXVECTOR3(1.0f, 0.0f, 1.0f); tri.V1 = D3DXVECTOR3(100.0f, 0.0f, 100.0f); tri.V2 = D3DXVECTOR3(0.0f, 0.0f, 100.0f); D3DXVECTOR3 intersect; intersect3D_RayTriangle(r, tri, &intersect); return intersect; }
  15. Based on this tutorial I have try to make it work with triangles with no success. this tutorial is demonstrating how to how to do picking on the a sphere, so in theory if i take the rayOrigin and rayDirection can work with a  triangle.(without the MatrixTranslation for the center of the sphere), but don't because something needs to be changed regarding the rayOrigin / rayDirection. all i want is to get the intersection point on the triangle.   struct triangle { D3DXVECTOR3 V0; D3DXVECTOR3 V1; D3DXVECTOR3 V2; }; struct Ray { D3DXVECTOR3 P0; D3DXVECTOR3 P1; }; ... intersect3D_RayTriangle(Ray, triangle, out intersection point);//this method works fine, if you don't put the ray data that comes from this tutorial