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Scoob Droolins

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  1. This post reminded me to ask this - my engine does all rendering in HDR using DXGI_FORMAT_R16G16B16A16_FLOAT targets.  The final frame (scan-out) buffer is DXGI_FORMAT_R8G8B8A8_UNORM_SRGB so linear-to-gamma is handled automatically by HW.  Switching to  DXGI_FORMAT_R10G10B10A2_UNORM for scan-out, there is no automatic gamma encode.  Should I use the standard inverse sRGB compand or is there a different method for 10-bits?
  2. Scoob Droolins

    Instanced stereo rendering using DirectX

    This will get you there - short and sweet.
  3. Scoob Droolins

    Problems with exporting FBX files

    http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/cpp_ref/_transformations_2main_8cxx-example.html Try the last function on the page - CalculateGlobalTransform - it worked predictably enough for me when exporting from 3ds Max.
  4. Scoob Droolins

    Alpha to Coverage w/o MSAA

    In my D3D11 implementation, I am getting proper alpha test just by setting alpha to coverage flag in blend stage. i have removed the 'clip' instructions from my pixel shaders and it still works even with no MSAA.  So ATC is acting just like clip - is there any performance advantage here?
  5. Scoob Droolins

    getting rid of near and far clipping planes

    If you''re on DX11, you can just set DepthClipEnable = false in the D3D11_RASTERIZER_DESC structure when creating a rasterizer state.  According to the docs, this causes the rasterizer to skip the 0 <= z <= w clip check, actually it just skips the z <= w part, but clips close geometry right at 0.  This is a much neater solution than messing with proj matrix especially if you are using pre-defined rasterizer states.
  6. Thanks for all your replies.  The good news is, not a driver bug - this was my bug, a cross-up in identifying the texture format.  The DXT5 was being loaded as BC2 intead of BC3.
  7. Hi - I've implemented a pretty effective alpha test using Texture2D.GatherAlpha, works even better with alpha-to-coverage enabled.  If it gets past the clip(), i multiply the scalar alpha return value with the final color. cbuffer PAlphaTest : register (cb2) {   float4 alphaTestThresh; }; float MainSampleAlphaTest (Texture2D tex, SamplerState samp, float2 texCoord) {   float4 alphaSamp = tex.GatherAlpha (samp, texCoord, int2(0,0));   float alpha = dot (alphaSamp, 0.25);   clip (alpha - alphaTestThresh.x);   return (alpha); } WIth a DXGI_FORMAT_R8G8B8A8_UNORM_SRGB texture I get this:   [attachment=28982:a0.jpg]   WIth a DXGI_FORMAT_BC3_UNORM_SRGB texture I get this:   [attachment=28983:a1.jpg]   Strange bunch of lines with the BC3 texture - anyone seen this effect before? Thanks.  
  8. 5. Use D3DXSaveTextureToFile to save RT2 directly to a file
  9. Scoob Droolins

    Soft Particles

    In D3D9, you can indeed create a multisample render target, but it is not a texture, and cannot be used in a shader.  Your only option would be to resolve this target to a non-multisample texture of the same size, and use that in your shader.  Use StretchRect for the resolve.
  10. Scoob Droolins

    On APIs.

    I've been around awhile, since the first days of 3D hardware. Back in '96 or so, our engine supported multiple vendor-specific APIs in addition to D3D IM - GLide (3dfx), CIF (ATI), Speedy (Rendition), even S3 had one, can't recall the name. It was tedious for our small company to support separate render backends for every vendor. I fear that a to-the-metal approach to the GPU interface will result in spotty support for new hardware, and possibly drive developers to the big engine houses as they give up on their own in-house engines. And this is supposed to make each game look unique?
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