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XVincentX

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Everything posted by XVincentX

  1. Good morning to all! I really like play Direct3D 11 making few examples and having fun with effects, but i have a problem. Since i work manly with free 3D models found on the web, not all are well formed. Someone are centred in axes origins, some one not. It's a problem for Camera, becouse i usually place it looking at 0,0,0 point, looking from some near place. Each time i try a new model, i'm forced to make camera movements and try and retry unitil i find right position. Can you suggest me a way to, reading model vertices, have a EyeVector and LookAtVector that will let me auto position camera? Thank you a lot for your support, Vincenzo.
  2. Hello! I'm trying to implement GPU Vertex Skinning with the help of Assimp Library. However i've not understand what should i do and how a Skinning animation works. Code Examples? Complete theory tutorials? Thank you for your help! P.S: already googled.
  3. XVincentX

    Shadow Map problem

    Any info from debug runtime? Pix output? It's hard withoud details!
  4. XVincentX

    Animations in DirectX

    This should meet your needs: http://assimp.sf.net
  5. XVincentX

    JsAction release

    I made several updates to project, have a look at it!
  6. XVincentX

    JsAction release

    Good morning game coders. While having fun in real time rendering, i have to work too, mainly using ASP NET MVC and other Microsoft Technologies. While working in a project, i had a common issue that i solved into a library and, after some modifications, i decided to upload on codeplex and share the sources: JsAction http://jsaction.codeplex.com/ Give it a look and post comments!
  7. I think you should check out your drivers and update them,if necessary.
  8. XVincentX

    Resources for learning directx

    Hello! At first i am sorry for the short comment, i realized it's useless if not well explained. I did not say i do not like your book, i just said that is (in my opinion) quite useless for beginners. I think this book is best suitable for middle-knowledged D3D programmer. The pipeline is explored with great detail (i learned some useful things from it), and works great for a beginner (even if i think that Tesselation shader stages are explained in the "standard way", and so very difficult to understand). But the entire second part of the book (Mesh Rendering and so on) jumps directly to concepts and tasks extremely difficult for a beginner. Displacement Mapping? Vertex Skinning (very bad explained, in my opinion)? Dynamic Tessellation? Deferred Rendering? The best way to start is Documentation and the Beginning DirectX series, in my opinion. P.S. Since i'm not a very good english writer, i just copied this text from amazon page of your book, where a guy gave a review that express very better what is in my brain. "the material presented is accurate and well written, but it fails on too many fronts to be considered great. The first half of the book is dedicated to explaining the Direct3D 11 Pipeline or at least it tries to. What you get is ultimately a regurgitation of the freely available DX documentation. The authors do little to actually explain the behind the scenes workings and I have a feeling if it is your first foray into DX you will be quickly lost. The one bit of explanation they routinely throw at you is through the use of images to explain concepts. This sounds excellent until you realize what it really means. You get images like a cube with six exploded sides demonstrating a cube map (which is sadly one of the better images) and my personal favorite, an image of a sphere in three different positions to demonstrate translations. This examples may sound petty, but if you read this book you will constantly roll your eyes at the ridiculousness of these listings. Code listings for the book's first half are no better. They are literally ripped from Microsoft's documentation and dumped on the page in an unremarkable matter. The book improves in it's second half with more concrete examples of the concepts. They are actually interesting reads and very well explained compared to the first half. Unfortunately, here is where the book's biggest problem comes in. The authors have elected to use Jason Zink's Hieroglyph 3 engine as the basis for all of their examples. While I'm certain Mr. Zink's engine is of a high quality, it is a huge mistake. The justification for it's use is so we as readers are not bogged down in minutia when it comes to initializing Direct3D and Win32. In practice, it fails to allow us experience in initializing Direct3D. This is a fairly important component of using the API and it's dismissal is absurd. You will be forced to return to the documentation of the DXSDK in order to find anything of use, unless you want to be locked into the Hieroglyph engine. The biggest problem with authors using their own engines is in the changes that occur over time. Including raw DX and Win32 code allows future use even through subsequent DXSDK changes with a minimal of rewriting. The Hieroglyph engine is already changing from the version when the book was published just a few short months ago. Nowhere is this more apparent than in the books appendix stating that the Boost libraries are required for building the engine. On the engines homepage, this dependency has already been removed. This isn't a big deal for now, but does speak to the rate at which libraries tend to change overtime. It is entirely possible in the future the engine will have changed so much it's usefulness will suffer. Because of the use of the Hieroglpyh engine, all of the examples focus on shader code and leave everything else up to the engine itself. This is not particularly useful when you want to learn how to code in D3D11 from the ground up. While the authors have presented a few useful chapters, the book fails to deliver consistently. If you are looking for anything other than a few shader code examples of trendy topics, you will have to look elsewhere. I recommend picking up Frank D. Luna's Direct3D 10 book to learn the fundamentals of DX programming. Afterward the Direct3D 11 documentation will be more than sufficient at highlighting the differences in the older and newer APIs. If you want the examples this book offers, I would suggest a GPU pro or ShaderX book as they are considerably heavier on content and will provide many more examples than this book provides. Again, it is not a bad book and if I were looking for strict documentation this would be high on my list. It's weakness however is in striking a balance between documentation like theory and cohesive examples of implementation." "This book is too difficult for beginners and useless for advance users (you won't really learn something new)."
  9. XVincentX

    Resources for learning directx

    You need to buy this book. It is really good... [/quote] I have the book; i think it's useless for beginners.
  10. XVincentX

    Vertex Skinning help

    YOU ARE AWESOME!!!! I'M GOING TO READ ALL YOUR POST! p.s: i already managed entire static scene loading with texturing and all vertex data (except bones)
  11. XVincentX

    JsAction release

    Thank you, if you find it useful rate and spread the project around the web!
  12. XVincentX

    Warning - SetPrivateData

    It's not the first time that Ms functions are bugged. In this tutorial (http://www.notjustcode.it/public/FanGames/shadowMappingDX10.pdf) i wrote years ago, i describe that some MS functions are bugged and even if i wrote to Microsft support, they never answered me.
  13. Hey! I would like to play a bit with Ambient Occlusion but i'm in trouble since there are a lot of implementations and even googling i was not able to have a clear idea about this technique. For now i've found: ScreenSpace Ambient Occlusion Horizon Based Ambient Occlusion High Definition Ambient Occlusion There is also a tutorial on gamedev about ambient occlusion, i can't make a clear idea and understand differences. May someone give me some hints?
  14. Thank you, now i have a little bit cleaner idea. P.S: Congrats for the book, i've purchased it and waiting!
  15. Thank you for the link!
  16. Yes, you can. Use a simple 0 flag in Lock function call and write your regions.
  17. XVincentX

    Camera auto positioning

    Thank you for your code, i'm trying to use it! Wha't the stage[color="#666600"].mouseX and mouseY rapresents? Absolute position? Relative to last point?
  18. XVincentX

    Geometry Shader problems

    Use source tags.
  19. XVincentX

    Skinning - does it make sense?

    Very nice model :D
  20. XVincentX

    error in pix dx10

    You can make a quick test. Use Deep Exploration (or export it as a .x files) and show normals using D3DX Viewer. Anyway, i do not think that normals are involved in depth test. I suggest you to try to disable culling and see what happens.
  21. Load your texture normally. Create the same STAGING resource and use CopyResource device function.
  22. XVincentX

    Is it save to release resources?

    Documentation will say you every time if a class won't keep a reference count in it's implementation.
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