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About MetaKnight

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  1. MetaKnight

    What's your opinion of the 3DS

    Quote:Original post by Rattrap I'm curious to see if I can see a 3DS in 3D. I've had eye alignment issues since I can remember, which basically results in my right eye being dominant. Thus I don't really see in 3D (or have depth perception). Any type of stereoscopic methods I've seen don't work (even with the classes on). The sudden switch to everything 3d in fact scares me a little, because I'm afraid I might not even be able to watch regular movies if they don't release a non-3d version. I have a problem with the polarized glasses 3d also. I can see the black frames. So the movie is always flickery to me. To me, this might be my first chance to truly enjoy 3d, so I am excited! Plus the gpu on it looks super beefy for a portable.
  2. MetaKnight

    Z-buffer check: when is it done?

    Quote:Original post by Nik02 In D3D11, you can enable depth writes on less-than or greater-than basis compared to the incoming calculated depth. This way, you don't necessarily disable early z optimizations if you can ensure your output depth is greater or less than the nominal depth calculated by the rasterizer's interpolator. Okay that is pretty sick!
  3. MetaKnight

    Z-buffer check: when is it done?

    I believe the the video card has a another depth buffer(Hierarchical Z Buffer) that it uses to test at this early state. It wont be able to do this if your pixel shader outputs depth, or other things like alpha test or change depth test direction. And will not work until you clear the depth buffer again. Nvidia's gpu programming guide shows you what to do to make sure you get the optimization and what turns it off. http://developer.nvidia.com/object/gpu_programming_guide.html
  4. Quote:Original post by prux Quote:Original post by MetaKnight Oh that's really interesting, have you tried setting those textures to clamping mode? I am guessing the any filtering is picking up white on the other end of the texture this it solved. I can feel some irony =) still, I dont understand why, these D3DTSS_ADDRESSU settings should applied when an .U or .V are outside of 0..1 arent them...? Yeah I am guessing since it's filtering, it needs data from around the pixel, and if you are at U=0, to one side is 0.1, but the other is 1.0(since it's wrapping). The video card doesn't know that the pixel is the edge of the polygon.
  5. MetaKnight


    When I did it, I used http://www.markmark.net/clouds/RTCRPubs.html Those papers/slides should talk about all the cool stuff, lighting, scattering and impostors.
  6. Oh that's really interesting, have you tried setting those textures to clamping mode? I am guessing the any filtering is picking up white on the other end of the texture [Edited by - MetaKnight on March 17, 2010 11:14:17 AM]
  7. As far as I know you cannot do this. So you'll have to create another texture to render to, and depending on what you're doing you'll want to switch the textures so you can read from the last rendered texture next frame. edit: damn Evil Steve, you fast!
  8. MetaKnight

    Distort/Shimmer Effect Respecting Depth

    Thanks guys, I guess sampling the depth is the only viable solution. But like you guys said, it's probably doesn't create very noticeable artifacts
  9. I was wondering if anyone knows of a distort/shimmer effect, or anything post process effect that respects depth? So for example, when you have a heat shimmer, it'll only distort the samples behind it, and not sample from objects that are drawn in front of it? I was thinking of ether checking the depth information of the distorted pixel from the current one, or may be dumping the whole backbuffer to a render target sometimes during the scene. What's everyones thoughts and ideas?
  10. MetaKnight

    Best way to pay people internationally ?

    Ah nuts, so it does look like my options are limited. I was hoping there would be a flat pay would be best, so I guess a direct bank transfer done monthly would be better then biweekly.
  11. I am currently working on a game programming contract and my boss lives in Europe. And we were trying to find a way to pay me, so we tried, PayPal, but when he tried to pay me paypal says that I need to upgrade to a premium account? And that it will take about $50 plus charge 2.5% for the exchange rate. That seems really steep, and me and my boss would be loosing on a lot of money. If this is biweekly that's about $1200-$2000 a year lost to paypal. Does anyone know a better way to get paid overseas? (I live in Canada) Thanks in advance
  12. MetaKnight

    [DX10] Append to Steam Out

    Quote:Original post by Paool Does the Debug Layer produces any warnings or errors? Unfortunately no , is there any way to get debug info on the steam buffer? Like how much is written and where?
  13. MetaKnight

    [DX10] Append to Steam Out

    Yes the offest is set to 0, but the that overwrites the previous information in the steam out buffer. It says that I can use -1 offset to append, but this does not seem to work.
  14. MetaKnight

    [DX10] Append to Steam Out

    has anyone be able to append to the buffer? Is this currently supported in DX?
  15. I am having trouble appending to the steam out buffer UINT offest = -1; Device->SOSetTargets(1,&AppendBuffer,offset); The buffer only has info from the last draw call, then seems to get overwritten each time. Any info is appreciated, thanks! [Edited by - MetaKnight on December 19, 2007 7:39:18 AM]
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