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jollyjeffers

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  1. Generally modifying the state under D3D9 is expensive, but I've not personally experience nor read many accounts of the GetTransform() statement being particularly slow. You have the key advantage here that IF it turned out to be a bottleneck it is very easy to eliminate via a proxy layer between your real device and your matrix stack. Accurately Profiling Direct3D API Calls (Direct3D 9) is probably the best article to read on the subject, and the appendix has a list of worst offenders. Note how none of the "Get" methods appears, but most of the "Set" ones do. Which isn't too surprising, but suggests that you want to optimize the SetTransform() calls more than the GetTransform() ones [wink] hth Jack
  2. Hidden/non-renderable characters? Bunch of tricks that can make something appear legit to the human reader but not to the actual PC... Any tag that can import or link to other content - images, hyperlinks, scripts etc... probably endless ways they can cause chaos, but equally may not be the subject of what you're working on now?! In general though... are you clearing up the GDNet 'tag language'?? I'm perfectly used to it now but it always struck me as being a little bit of an odd mix of HTML and BBCode [lol] Keep up the good work, Jack
  3. My initial thoughts on seeing this thread's subject line were around a fatality of sorts [lol] Congrats Promit - a much deserved pat on the back! Quote:Now you have to buy the first round of drinks at the next MVP SummitYou forgot to stipulate that this can't be actioned at the free bars... [wink] Jack
  4. hmm, remembered I had an Ubuntu 8.10 USB thingy a while back... Maybe Windows won't work, but I can at least get Linux running [grin]
  5. afternoon all! Writing this from my Nokia 5800 mobile internet so apologies in advance for any typos or bad formatting. Mobile internet has certainly improved since I worked in the field (`06-`07) but i'm not yet convinced its quite there yet. I still get the occasional urge to throw said mobile out the window [smile] Anyway, my PC is still broke and I don't really know why. I've tried a few combinations of OS's and HDD's and it still isn't happy. In particular the performance is very poor, VERY poor. I'm wondering if the mobo is at fault, maybe some sort of heat/power issue?? I am overclocking a Q6600 quite a long way after all... Consequently I doubt i'll be active online for a while, factoring in a day job, social life and replacing hardware/rebuilding a PC [sad] It's particularly irritating as i've just been on "holiday" for a week walking the 2nd section of the Pennine Way-90 miles in 6 days, 270 miles for the full route. There were so many occasions in the last week where I was miles from civilization and the only noise was wildlife and the wind. Reminded me of how much I enjoy getting away from big cities and technology every now and then!! The mind naturally wanders whilst walking and i thought up various crazy ideas and neat solutions to programming puzzles... To not have a PC to play with upon my return may see these forgotten... once I've got a working PC i'll put my photos up for anyone interested in the more remote and picturesque parts of England look like.
  6. Well, I sort of have a PC working again. Saturday last week my machine was working absolutely fine. Sunday morning and the boot disk apparently failed and the machine wouldn't even boot. Great. I'd previously tried dual-booting Windows 7 on this machine (it's Vista x64 normally) and it wasn't happy at all. Then a week or two later the whole machine broke, which says to me that either Win7 is very good at spotting an error early or that it itself caused the error. So having lost everything (maybe, I still need to try disk recovery tricks) I try installing Windows 7 to just try and get any OS up and running - just happened to have the 7 disk closer to hand. Anyway, that simply wouldn't go anywhere - the installer randomly crashes, or it won't allow me to pick a disk... Gave up and stuck a Vista x64 disk in... worked first time. In short, I now have zero confidence/trust in Win7 and I will most likely stick with Vista for the foreseeable future. Kinda seems backwards to the general consensus, but I never really had any objections to Vista so I don't much care [grin] P.S. I'm off on holiday tomorrow. I'll rebuild my machine in July and get back to some D3D11/SlimDX dev work then...
  7. Quote:Original post by XVincentX are you making all your code D3D11 using reference rasterizer?Yup, RefRast FTW! [cool] Quote:Original post by XVincentX Have you got a super CPU??Quad core 3.1ghz isn't too shabby... until the system disk fails and the computer won't even boot anymore [bawling] Jack
  8. Hello and welcome to GameDev.Net [smile] Can you provide more information on what you're looking for? Windows Mobile examples always seemed fairly thin on the ground to me and I don't know of any specific WinMobile+DirectX+Game code samples. If you're referring to a book then please contact the publisher for code samples or replacement/missing disks. hth Jack
  9. Quote:with Windows 7 and DirectX 11 on the horizon, is DirectX 10 really worth spending time with?No, move on. If you're due to release your application before Win7 (Late October '09) then I'd recommend using 10.1 over 10.0 but in all other cases you really want to be working with 11.0. Some of the new features do require additional (as yet unreleased) hardware but you can get the cleaner API and both multithreading and down-level hardware support regardless. All that said, using 10.x now is not the end of the world - most code and algorithms written against 10.x will be trivial to port up to 11.x and the basic concepts are the same. Quote:But Geometry Shader, in my opinion, it's a complete failure. It was (as i found on internet) the way to make tessellation (you should remember the very famous video of water tessellated using Geometry Shader, in which a grid of point was moving and simulating ocean.). But, for some problems (as we can see, Geometry Shader has got POOR performances and not only in nVidia, (i've got an ATI 4870x2 and it sucks too). Mabye my reasonement it's completely wrong, take it as a vent given by a dreamed tessellation that did not come in D3D10I understand your complaints and I can see exactly where you're coming from but, unfortunately, you're just plain wrong about the Geometry Shader. Lots of people were, so don't worry about it [smile] The message broadcast by various parties (Microsoft included) did not make the GS's purpose as clear as it should and they definitely gave the impression that it was a general purpose tessellator. It wasn't. Just looking at the HLSL and hardware specifications will show that, at very best, it would have been a lame tessellator and not really capable of most high-end algorithms. My take on it, and one that seems to have slowly come to the fore, is that it was just a means by which shader could could work at the topological level. There were a lot of limitations with the VS/PS pairing around the context at which you were operating - being able to "see" the whole primitive made a lot of sense for various algorithms. Being able to work with this new topological information required the ability to both read and write to it - hence all the fluff about "smashing the one-in, one-out paradigm". Yes, people wrote algorithms using the GS that you could think of as tessellation (e.g. displacement mapping and shadow volume extrusion) and had some success, but compare that with the design for D3D11 tessellation and you'll quickly see that the GS just won't cut it... I suppose in a nutshell it was often the wrong tool used for the wrong job [headshake] hth Jack
  10. I've not dealt with milkshape files directly, but I have seen a few file formats similar to what you describe. Typically the answer is to use "smoothing groups" to combine the normals. If you're using indexed meshes it is usually quite easy to get a list of all the different normal for a shared vertex then add them together and re-normalize. Where it gets tricky is around mesh boundaries or 'hard' edges - some artists will specifically detach edges like this to ensure that the lighting reflects the shape correctly (for example, a right-angle edge can appear smooth/rounded if the normals are averaged across it). Detecting where these hard edges is can be a bit tricky depending on the file format - for indexed meshes or formats where some sort of material group (e.g. for textures) is used you're ok, but if you literally only have the vertex data and no material data you may be out of luck. hth Jack
  11. [lol] whilst I didn't bother timing it, a full debug x64 build on my machine was maybe a minute or two at most. No impression on my end that it was slower than I'd expect. But I do have a reasonably powerful machine - quad core @ 3.1ghz with 4GB RAM...
  12. If memory serves, the February 2007 SDK was the last one that allowed install on Win2K although it wasn't supported. April '07 was the first one where the installer actually wouldn't continue if it detected Win2K. It's all the SDK though, and not the core DirectX runtime - developers have to use WinXP and later these days. YMMV but I suspect you won't get very far with recent SDK's. Unzipping the download and grabbing the headers/libs will be fine but I doubt any of the tools will work - changes in the compilers, runtimes and PSDK's will probably stop you. hth Jack
  13. Well done all round [smile] Started to write some code for SlimDX11 last night - can't say I've got far (ran out of time) but hopefully have something sorted tonight! I don't think you've anything to worry about regarding status... MS don't really seem to have the interest in a managed DirectX API. Yes, they technically are working on one but I don't get the impression it'll trouble SlimDX.
  14. Quote:Google Code, not SourceForgeI meant downloading the MSI, not the code! TortoiseSVN is hosted by SourceForce [razz] Quote:I feel a bit embarrassed that we have build warnings right now.If you feel embarrassed by 20-something warnings then I should be in hiding. Our codebase probably has several 1000 [lol] Quote:you'll need SlimDX.Windows.dll along with SlimDX.dll to use Direct3D11Noted, thanks! Cheers, Jack
  15. Evening all, Been quite busy lately hence the recent drought of journal updates. Not entirely sure where the time has been going, but I hope to get back on the case soon! Although, what with the RMT paralysing London for the next 3-4 days I doubt this week will be any more than a total write off (which I think is totally unreasonable on their part, but hey-ho I just have to deal with it...) Anyway, Mike Popoloski recently asked me to have a look at the SlimDX API with their adaptation of the new Direct3D 11 API. I've been wanting to make time to check out their work for a while and this seems like a suitable opportunity. Grabbed the latest version of TortoiseSVN and pointed it to their repository, built SlimDX.sln in VS'08 with the latest DXSDK successfully and I think I'm good to go. In fact, the download speed of TortoiseSVN from SourceForge was the slowest part! I'm quite impressed that I could just pull down all the code and hit "build solution" and get only 27 seemingly unimportant warnings, no errors and a shiny new SlimDX.dll waiting to be used [cool] Getting a little late to do any more now, but I intend to implement the Curved Point Normal Triangles (aka ATI TruForm from the D3D8 era) sometime this week using their API.