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Eduards Brown

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  1. Eduards Brown

    Thank you

    Thank you for the help from everyone! This forum rocks!   Check out the demo I produced at: http://www.eduardsbrown.com/
  2. Eduards Brown

    Use different shaders

    I'd say separate your model code from shader...   In your model you would setup Vertex/Index Buffers. Have separate files for shaders, which compile shaders and set them...   (NOTE: The polygon layout you set inside Vertex Buffer can be different from the one shader requires as long as memory layout is the same).   So if your model and shader are separate you can do this:   Set Model ( Sending Vertex and Index buffers to shader) Set Vertex Shader Set Pixel Shader and Sampler   Set Model ( Sending Vertex and Index buffers to shader) Set Another Vertex Shader Set Another Pixel Shader and Sampler
  3. Eduards Brown

    D3D11 Texture2D Size Problem

    Good man!  Fixed it.   Thank you.
  4. Hi,   I was trying to improve shadow mapping by resizing render to texture, but when I do so the models are not in the middle anymore.   When its full screen:   When I try to resize the render to texture:   I tried to mess about with View and Projection matrices, but no luck( even if I make the view face right down, it still moves to the right):   Is there anything else that it could be???
  5. Eduards Brown

    D3D11 Shadow Mapping with Deferred Rendering

    I am so happy!!!!!!!!!!! Just done it xD   Thank you for your answer.   The mistake that I made was I was trying to sample Depth Maps inside G-Buffer pass as I thought it would work if I just set diffuse and specular texture to float(0, 0, 0, 1). I thought it was easier as Light View Projection was already there...   But to fix my mistake I just had to pass light view projection into the light pass and calculate light view position inside Pixel Shader!
  6. Hi,   I have implemented deferred rendering where I have G-Buffer pass, in which I go through the geometry and collect normals, material and position information. In the second  pass I use that information to do lighting...   The problem is I cant get my shadow maps to work anymore.   Where do I even put the shadow mapping G-Buffer pass or Light pass? To me it makes sense to do the shadows in G - Buffer pass, as I can easily calculate Light View Position from world matrix. But no luck...   Any help will be appreciated!
  7. I solved it thanks, it was mainly due to me doing multi pass rendering weirdly.
  8.   So there is no other way to go about this?
  9. Hi,   I am working on a coursework for my University, and some of the effects in that require multi pass rendering. I understand what it is and I've mostly implemented it.   But I don't understand how can I combine 2 textures into one properly. I mean ShaderResourceView that I get from RenderTargetView is just a texture in the end, so I did blending on them, it works if I clear my background to white. But if I clear my background to anything else, it does not look right.   My question is, is there a better way to reuse the ShaderResourceView.   My ideal situation would be: (Pass 1)Render the Transparent Cube to texture --> (Pass 2)Do some effect (Edge Detection for example) --> (Pass 3)Pass that ShaderResourceView from Pass 2 and then draw the textured cube --> (Pass 4) render to back buffer and call swap buffer   Any suggestions or ideas are welcome. [attachment=29928:d3d11_1.png]   The Blending:   [attachment=29930:d3d11_3.png] + [attachment=29931:d3d11_4.png] = [attachment=29929:d3d11_2.png]   If it comes down to me having white background and blending the way I do now, that is fine, I guess I will just do the environment mapping at the very end.
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