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_void_

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About _void_

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  1. Hey guys! I am trying to render a triangle using UProceduralMeshComponent. Even though I setup vertex colors, the triangle is rendered as gray. I have rebuilt lighting. int32 SectionIndex = 0; TArray<FVector> Vertices = { FVector(0.0f, 0.0f, 0.0f), FVector(0.0f, 0.0f, 40.0f), FVector(0.0f, 40.0f, 0.0f) }; TArray<int32> Triangles = { 0, 2, 1 }; TArray<FVector> Normals; TArray<FVector2D> UV0; TArray<FColor> VertexColors = { FColor(255, 0, 0, 255), FColor(255, 0, 0, 255), FColor(255, 0, 0, 255) }; TArray<FProcMeshTangent> Tangents; bool bCreateCollision = true; ProceduralMeshComponent->CreateMeshSection(SectionIndex, Vertices, Triangles, Normals, UV0, VertexColors, Tangents, bCreateCollision); What could I be wrong? Do I need to set a material for the vertex color? I am not able to find one in the documentation. Thanks!
  2. _void_

    DXR Flickering Artifacts

    @Adam MilesSo cool! Thank you so much for the help!
  3. _void_

    DXR Flickering Artifacts

    @Adam Miles I do not see anything obviously wrong with the barriers. I have pushed the latest changes. It is the same project but on "master" branch. Thanks!
  4. Hey guys, My battle with DXR still goes one ๐Ÿ™‚ This time I am trying to render three triangles and encounter flickering artifacts on two of them. For the sake of the test, each triangle represents a separate mesh. Their vertex and index data are stored in a global vertex and index buffers. For each of the meshes, I create a dedicated D3D12_RAYTRACING_GEOMETRY_DESC, specifying corresponding offsets in the vertex and index buffers. D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS BLASBuildInputs; BLASBuildInputs.Type = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL; BLASBuildInputs.Flags = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_TRACE; BLASBuildInputs.DescsLayout = D3D12_ELEMENTS_LAYOUT_ARRAY; BLASBuildInputs.NumDescs = (UINT)geometryDescs.size(); // 3 descs BLASBuildInputs.pGeometryDescs = geometryDescs.data(); If I specify only one geometry desc on D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS, it works fine for all of them. That is, BLASBuildInputs.NumDescs = 1; BLASBuildInputs.pGeometryDescs = &geometryDescs[0]; // works also with 1 and 2 But will not work, if I use three of them. My closest hit shader interpolates vertex colors and outputs the result in the payload. I also tried to output hardcoded "red" color to exclude interpolation issue, but did not help. Any ideas what could be upsetting it so much? ๐Ÿ™‚ Thanks!
  5. _void_

    DXR and Device Hung Error

    @Adam Miles It does work with RootSRV! Thanks!
  6. _void_

    DXR and Device Hung Error

    @Adam Miles Thank you for the help and swift response! I have switched to raw SRVs to represent BLAS and TLAS and moved all the resources to SRV table on global root signature but I am still hitting the hang ๐Ÿ™‚ Was there something more you forgot to mention? I uploaded my latest changes.
  7. _void_

    DXR and Device Hung Error

    @Adam Miles Thank you for the input! 1.I have only one triangle and set max recursion depth to 1. 4.I setup TLAS to be visibile only to the ray generation shader, using a local root signature. Local root signatures for the closet hit and miss shaders are empty. I bind TLAS and OutputTexture to root arguments on shader record when populating the ray generation shader table. Writing to OuputTexture without doing TraceRay works fine. Rest of the points seem to be alright.
  8. Hey guys, I am working on my very first DXR "hello triangle" and hitting "DXGI_ERROR_DEVICE_HUNG: The Device took an unreasonable amount of time to execute its commands, or the hardware crashed/hung" in Present call. My program consists of ray generation, closest hit and miss shaders. I noticed that if I remove TraceRay call and write the result to output texture it works OK. I have checked twice all the setup and everything seems to be OK and debug layer does not complain. I have no more ideas what I could check. I am on GTX 1070 with the latest driver version. Any suggestions? Thanks!
  9. @MJP Excellent! Exactly what I was looking for :-)
  10. Hey guys, I would like to check with you about D3D12_SUBOBJECT_TO_EXPORTS_ASSOCIATION in relation to hit groups. In the list of exports for the association are you supposed to specify the hit group name? Are you allowed to list a shader from the hit group instead of the whole group? I am going through Introduction to DirectX Raytracing chapter from Ray Tracing Gems book and the authors seem to use always the compete hit group in the export list. Thank you!
  11. Hey guys! I am not sure how to specify array slice for GatherRed function on Texture2DArray in HLSL. According to MSDN, "location" is one float value. Is it a 3-component float with 3rd component for array slice? Thanks!
  12. @SoldierOfLightExcellent! Then I need to fix it ๐Ÿ™‚ Thanks!
  13. Hi guys! In a lot of samples found in the internet, people when initialize D3D12_SHADER_RESOURCE_VIEW_DESC with resource array size 1 would normallay set its dimension as Texture2D. If the array size is greater than 1, then they would use dimension as Texture2DArray, for an example. If I declare in the shader SRV as Texture2DArray but create SRV as Texture2D (array has only 1 texture) following the same principle as above, would this be OK? I guess, this should work as long as I am using array index 0 to access my texture? Thanks!
  14. @Hodgman Suppose, we have 128 shadow maps in the cache and 50 out of them require update. Say we can handle 8 shadow maps per frame and, currently, we have 6 lights visible in the camera with 1 up-to-date shadow map. So we need to update only 6-1=5 shadow maps. But since our budget for shadow map update is 8, I was under impression, they would pick 8-5=3 outdated shadow maps more from the cache so that to keep it up-to-date as much as possible. But if they do not want to update stale cache as soon as possible they would just update currently visible 5 shadow maps.
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