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dacredens

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About dacredens

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  1. Hi, I tried disabling stencil/depth - I think I've found the problem - I was clearing the depth buffer during the normal/depth encoding/scene rendering pass to ensure that foreground geometry was always seen in front of the scene's skybox - i commented out the background rendering code and i no longer seem to get the glitches! thanks for you help Dacre
  2. Hi, it looks like I can't set render target 0 to null in c#/d3d9 - when I do this I get an exception (?) I'll experiment with the render state before the lighting pass - I'll let you know how things go, thanks for your help Dacre
  3. Hi thanks for your idea, Suppose I was writing the diffuse color to RT0, and specular to RT1, do you suggest I flip it so that diffuse->RT1, specular->RT0? I tried that, what I found was that the glitches occur independently from my shader code - it seems to be something deeper in the API/drivers (?) I wondered if it was a problem with depth testing. I disabled depth testing but still no success. I'm a little confused about your other idea - are you saying that I should write to RT0 and RT2 instead of RT0 and RT1? Thanks Dacre
  4. I did give that a go - when I step through the pixel shader, correct values seem to be output on both COLOR0 and COLOR1. For an 'artifact pixel', the shader seems to be computing the right value - somehow it's just not appearing as it should in the render target - any ideas?? This really has me stumped :-(
  5. Hi, I though it would be interesting to implement deferred lighting using C#/D3D9 (I want this app to have independence from XNA). I've basically got it up and running, but can't seem to pin down the cause of some visual artifacts. When I compute lighting in the lighting pass, I use MRT's to write out diffuse/specular into separate buffers. Unfortunately, the render target bound to the 1th MRT index shows weird artifacts that flicker about - I'm interested to know if anyone has come across this problem. Interestingly, I use MRT's to simultaneously encode the depth and normal buffers in a prior render pass - both render correctly without these glitches. Any help would be greatly appreciated!
  6. Possible: D3D10 + Sprites + fonts ?!

    no ideas? have I posted in the wrong section?
  7. Possible: D3D10 + Sprites + fonts ?!

    hi, yeah it's all happening within the same render loop and the calls to font and sprite render are virtually right next to each other. I'm just trying to set up a basic ui for my application. Something has just come to mind; do I need to have a shader bound to the device when rendering sprites/font text in d3d10? In d3d9 I'm able to render directly to the render target, but d3d10 seems to be highly 'shader centric' which is why I ask.
  8. Hi, I've been running into an annoyance when combining font rendering calls with sprite batch rendering during my rendering sequence. I'm using d3d10 and I've verified that my rendering of fonts and sprites actually produces results that i can see (and expect) the problem is combining them .. if i render text and then a sprite, only the text is visible. it looks like the state of my d3d10 device is being messed up after rendering text is there something i need to do to prevent this? or is this caused by something I've overlooked? thanks
  9. Robust transformations from direction vector??

    thanks for that :) [Edited by - dacredens on February 1, 2010 12:40:49 AM]
  10. Hi, I was wondering if there is a robust method of constructing a world/model transformation via a vector that represents the forward vector of the final orientation. My idea is to take the direction vector and find it's other two orthogonal vectors and then use all of these to compose the final matrix. Is this a good idea or is there a better way?
  11. solved: the ID3D10EffectVariable interface has a member function GetMemberByName which basically gives a pointer to the member variable of a global struct in the hlsl
  12. Hi, I've come from using HLSL in d3d 9 and I'm migrating to d3d10. Using d3d9, I was able to declare a global instance of a custom struct in my hlsl shader. It seems that I can do this in d3d10 too. However, using d3d9 I could set the data of the struct (from my cpu code) using a convention such as this "my_struct_instance@my_structs_field". this convention was possible via the effect system that d3d9 offers. In d3d10 I have to get a pointer to an object representing the shader variable - is it possible to modify fields of structs in hlsl code via d3d10? thanks
  13. Maya: Access/Export color sets

    OK I think I've got it going - I didn't pay attention to a detail in your post. Simply creating a color set that is assigned to a mesh doesn't mean that each vertex is necessarily assigned with a default/initial color value. Therefore the getColorIndex function will only produce a valid index result after a color has been painted to a vertex on the mesh in question
  14. Maya: Access/Export color sets

    Thanks for your response, here's what I'm currently doing: I call mesh.getColorSetNames and successfully acquire my color set (currently only one however I will be making use of more). I verify that the name of the set is correct ("DEFORM_WEIGHTS") via a message box. I iterate the mesh with a polygon iterator however I am calling mesh.getColorIndex to get the color index. I specify the source color set by passing MString("DEFORM_WEIGHTS") to the 4th parameter of this function. It is this function that is returning -1 via a referenced variable in the functions 3rd parameter. I'm really stuck on this :( - thanks for any help
  15. Hi, I'm trying to access the color values of different color sets that are assigned to vertices on a mesh object. Until now I've been using the getColor function provided by the mesh iterators but this averages all color values present on a vertex. I need to access color data from specific color sets. There seems to be a few functions that allow this however, the index that they return for indexing into an associated color set is always -1! Any help would be greatly appreciated
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