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robydx

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About robydx

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  1. Solved, it was SamplerFilter.   MinMagMipLinear instead of ComparisonMinMagMipLinear           ?  
  2. Hi, I've created my Render Target in both R8G8B8A8_Unorm and R32G32B32A32_float. No problem. But If I use R32_Float the texture is written (I'm using visual studio graphics debug to see that texture is written) but when I read it in a Shader, the result is always 0.   What' wrong? I create my resource like this ? ClearValue renderTargetOptimizedClearValue = new ClearValue() {    Format = targetFormat,    Color = new Vector4(0, 0, 0, 0) };   renderTarget= Device.CreateCommittedResource(new HeapProperties(HeapType.Default), HeapFlags.None,                     new ResourceDescription(ResourceDimension.Texture2D, 0, width, height, 1, 1, targetFormat, 1, 0, TextureLayout.Unknown, ResourceFlags.AllowRenderTarget), ResourceStates.RenderTarget, renderTargetOptimizedClearValue);   Device.CreateRenderTargetView(renderTarget, null, heapRTV);   ShaderResourceViewDescription desc = new ShaderResourceViewDescription {                 Dimension = ShaderResourceViewDimension.Texture2D,                 Format =  targetFormat,                 Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING }; desc.Texture2D.MipLevels = 1; desc.Texture2D.MostDetailedMip = 0; desc.Texture2D.ResourceMinLODClamp = 0;   Device.CreateShaderResourceView(renderTarget, desc, heapSRV);
  3. Hi, I'm using SharpDx too. Well, how I can see you are using 3 items (2 for textures and 1 constant buffer) in the same RootParameters   so, from any position in your heap, D3D expects this 3 items For example tex1,tex2,constant buffer. If you set offset to 0 D3D will start loading resource from tex1 position.   But if you increase just by one you'll have it starting from tex2 and read like this tex2,constant buffer,???  so you must pay attention. It doesn't seem right.     When you combine many resources in one RootParameter you must pay attention that items are in the right number and order.   I've published some demo in SharpDx on Github   https://github.com/RobyDX/SharpDX_D3D12HelloWorld and I've a website too (http://www.notjustcode.net) where I've started Direct3D12 tutorial using SharpDx. It's in italian but you can try to translate with bar I've added?
  4. Managed DirectX10 and 11

    Quote:Original post by swiftcoder Post titles go a long way towards showing professionalism [wink] On a more development oriented note, what advantages/disadvantages set your library apart from SlimDX? Sorry, my English is not that good to undestand if there is irony or not. My wrapper is... a wrapper Difference with slimDX? Just that mine is 1:1 (no use of construtor, classes not present in original API etc). But I'm not interested in comparison with any other product, is just a simple library, it took just 4 week to complete DirectX10 parts and 2 for DirectX11, so it doesn't have anything of exceptional. I need it for my project and there is any reason to take this only for me. I don't just undestand why some people are angry with me that I've developed it.
  5. Hi, my name is Roberto. I just want to segnalize the release of a wrapper for using Direct3D10 and Direct3D11 in .Net. The wrapper map all function of Direct3D10 Direct3D11 XAudio XAct XNAMath here you can find the wrapper and some example http://www.notjustcode.it/cms/ManagedProject.aspx Cause I'm alone in developing and testing please show me every problem that you can find Thanks to all
  6. Next DirectX SDK Release

    Thanks darkelf2k5
  7. Anyone knows when next DirectX SDK will be released?
  8. sphere tessellation

    thanks for links but it doesn't solve my problem. Icosahedron seems to have the problem. I need to create a sphere for a strategic game. Instead of use a classic planar level i would like to use a spherical stage using exagonal cell to place my units. Icosahedron doesn't have only hexagon (the faces are not multiple of six for example), so there are pentagon or other shapes. The article is quite interesting and can game me a lot of tips to solve. Thank you so much
  9. sphere tessellation

    I need to create sphere maden from exagon. I've found for example octahexon (that has all exagon with two cross on the two poles). I need more complex ones or a way to create them Anyone has a good tips where starts? thank you
  10. [MDX] getting a texture from an AVI

    you must copy the texture con another texture to maintain the data in right way. You can use lock or strechRectangle instruction
  11. DX10 Loading .X Mesh file

    on my website I've posted a lot of demo using X File as 3D format.
  12. well, I'll try NVPerfHUD. thank you
  13. I've a strange bottle neck and I need your opinion. I'm realising a .Net/DirectX10 graphics framework. I've implemented parallel split shadow mapping but I use geometry shader to send the triangle to different render target instead of repeat the rendering seperately for each split. But I've a really bad lost of frame rate (500 to 60). I've analised with pix and I've seen that the lost is when the render target is put into device. The render target is created in this way D3D10_TEXTURE2D_DESC desc; ZeroMemory( &desc, sizeof(desc) ); desc.Width = width; desc.Height = height; desc.MipLevels = 1; desc.ArraySize = count; desc.Format = format; desc.SampleDesc.Count = 1; desc.Usage = D3D10_USAGE_DEFAULT; desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE; ID3D10Texture2D* targetTex; hr=device->CreateTexture2D(&desc,NULL,&targetTex); D3D10_RENDER_TARGET_VIEW_DESC DescRT; DescRT.Format = format; DescRT.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2DARRAY; DescRT.Texture2DArray.MipSlice = 0; DescRT.Texture2DArray.ArraySize = count; DescRT.Texture2DArray.FirstArraySlice = 0; hr=device->CreateRenderTargetView( targetTex, &DescRT, &view); and inserted in this way device->OMSetRenderTargets( 1, &this->view,this->renderTargetDepth); D3D10_VIEWPORT vp; vp.Width = width; vp.Height = height; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; device->GetDevice()->RSSetViewports( 1, &vp); Have I committed an error? I don't have this problem with normal render target. The render target that I use is composed by an array of 4 texture R32F 1024 x 1024.
  14. What do you exactly need?
  15. try on my website www.notjustcode.it
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