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About zero_t98

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  1. Hi if you are using amd card, can you send me the detailed steps to repro?
  2. hi pcmaster, you raised a good point. and, I am writing a library for others to use. thus, I guess i have to handle all possiblities. thank you,
  3. Hi, In SM4 or above, we have Texture Object (DirectX HLSL). Here is the syntax for creating all texture objects (except multisampled objects). Object1 [<Type>] Name; Suppose I want to write a function that takes a Texture2D parameter. What should the syntax look like? Depends on the surface format, Texture2D could have many declarations like Texture2D<int> Texture2D<int2> Texture2D<float> Texture2D<float4> etc. It is unrealistic to write functions for all possible combinations, say MyFunc(Texture2D<int> tex2d) MyFunc(Texture2D<int2> tex2d) MyFunc(Texture2D<float> tex2d) MyFunc(Texture2D<float4> tex2d) ideally, I want something like template<type> MyFunc(Texture2D<type> tex2d){} but it gives me errror message like error X3000: syntax error: unexpected token 'template' any idea? thank you very much for your help.
  4. Hi, I have a simple pixel shader like below. the result looks wrong if I use "texture2d.Gather". But, if I use "texture2d.Sample", the result is correct. the shader resource is RGB8_UNORM, my questions are 1. Gather and Sample should both return float4 in this case, right? 2. I searched the archive, some posts suggest that Gather will return the values of 4 texels. Since TemplateType is float4 here, the return value should be float4. where does "4 texels" come into picture? 3. based on the document, both Gather and Sample should return un-filtered values at one specific texture, correct? Thank you for helps. Texture2D<float4> texture2d; sampler samplerState; struct PSIn { float2 texcoord : TEXCOORD; }; struct PSOut{ float4 color : SV_Target; }; PSOut main( in PSIn input ) { PSOut output; output.color = texture2d.Gather(samplerState, input.texcoord, int2(0,0) ); // output.color = texture2d.Sample(samplerState, input.texcoord); return output; }
  5. HI, CProgrammer: If I already have the game developed by using C++/DirectX, how can I make it run in internet exploer? Thanks, Quote:Original post by CProgrammer Writing games that run in internet explorer generally means you want users to be able to play the game on your site without them having to download anything knowingly. This means that people are trusting internet explorer not to download content that poses a security risk. This again implies that you cant just write C++ code which generally compiles to native assembly and has a great deal of access to your system thus posing a security risk. Your best bets are probably Flash and Java applets. Although Flash can do 3d, Java may be better suited for large scale 3d apps.
  6. HI, I have seen games that are running in internet explorer, such as World of Warcraft. I plan to write a simple 3D navigation game that a character can walk around in a town. Anybody know what kind of programming tools I should use?(NOT art authoring tool). Flash? or use C++? if I write the game in C++, is there any magic interface library that run my game in internet explorer? Thanks very much,
  7. zero_t98


    Anybody know if there are free flash libraries that we can use to create front end UIs? thanks,
  8. It will still be right handed if we invert both x and z. In my understanding, we should invert only one of them. Or by multiplying matrix 1 0 0 0 1 0 0 0 -1 to invert z Quote:Original post by Tjaalie Invert the Z and X axis like this X = -X; Tjaalie,
  9. zero_t98

    car racing

    Hi, Gurus: I am planning to develop a mini game which will look like Need of speed. Basically, I am good at 3D math, kinematics/dynamics, collision detection. I have access to 3DS max. I am wondering how I should build the roads? which tools to use? thanks very much,
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