• Advertisement


  • Content count

  • Joined

  • Last visited

Community Reputation

140 Neutral

About katsh

  • Rank

Personal Information

  1. ok, the only fact is a "Z test". nothing else. you know shadow mapping do 2 pass. first pass ....render to the texture. this is full render, so output was Z tested. second pass.... no Z test because still in pixel shader(or something) . so there might be "difference" between first-pass nad 2nd-pass. i.e. theres obstacle polygon between light and current pixel...etc then you just shadow it, thats all. They Key is "Z TEST in first pass"
  2. howdy. you ppl already know "break dancin' bob! (if you dont know yet,then you better open SDK sample,for example --> (SDK path)\Samples\C++\Direct3D10\Tutorials\Direct3D10WorkshopGDC2007\excercise05 and see source code,you can see "bob" dancing.) hey sorry this is off topic i know... i love him(obviously hes him) since i saw him once. BUT he little messed up on my IDE like below. well, what i want to know is ,what font you ppl use for source editor? I mean what font can show him correctly. thx. btw his foot is show as yen mark. its ok. i mean space width is wrong for this font.
  3. here is a sample. RenderFixedPos() in Main.cpp is the what you might want. important thing is that you need inverse matrix of view matrix. then apply it to the 3d object that you want stay in somewhere in screen fix position. BTW comment is all japanese because Im japanese. peace.
  4. assuming you r saying frustum culling theres no chance to cull vertices in the vertex shader. because vertex shader is in way early phaze than frustum culling phaze.
  5. A decent DirectX 11 books?

    Dx11 book? my book then:P if you can read japanese. not yet exist thou.
  6. yes GPU raytracing has become reasonable now by ComputeShader. i just happen to making GPU raytrace sample program for now. [url="http://www.northbrain.org/bbs/vbulletin/showthread.php?t=181"]here is the result so far.[/url] every right images are lightwave render. to compare with my GPU render.
  7. long run problem

    [quote name='You7878' timestamp='1308304739' post='4824409'] SlimDX is managed, so do i need to do any work on freeing resources during drawing? [/quote] anything can be memory leaks. not only graphic resource. and freeing graphic thing is no good for the performance. you should check all [new,delete] pair or [malloc,free] pair ..anything you did about heap memory. and yes of course graphic resouce can be cause of leaks. if its caused by SlimDX,you have nothing to do like you said. neway its all my guessing.
  8. long run problem

    My first impression of this is that there is a little memory leak somewhere in the code. i hope its not in SlimDX...
  9. Tesselation Problem

    for me,it looks Sub-D problem,not tessellation itself.
  10. [quote name='howie_007' timestamp='1307807201' post='4822109'] What I'm asking about is the [color="#1C2837"][size="2"]specular lighting calculations added to a shader that doesn't use [/size][/color][color="#1C2837"][size="2"]specular maps.[/size][/color] [/quote] the answer is not only 1. i guess you expect "yes" thou. you can use the map value to your diffuse only.in this case you dont need specular calculations. Or you can use the map value to your specular calculation. in this case off course you add the specular calculation code in your shader code.(this is normal usage) in conclusion, the answer is 90% "no". [quote name='howie_007' timestamp='1307807201' post='4822109'] [color="#1C2837"][size="2"]If I'm using [/size][/color][color="#1C2837"][size="2"]specular maps, I'll be using different code based on using the map but I don't need both. Would that be correct?[/size][/color] [/quote] even if your just use the texture only as a diffuse term,your still add the small code like this, finalcolor= diffuse term + specular term. (spec term from texel) so, its impossible to achieve a specular lighting without adding the code. the map is just a 1 of the "parameter" for calculations, not "everything".
  11. [quote name='myers80' timestamp='1307678277' post='4821585'] I do that for the back buffer, is there something similar I need to do for the render target? [/quote] cant sure without actual code. assuming the texture is fine, and still screen is black,then possible reasons are .... 1.polygon culling mode. set D3D10_RASTERIZER_DESC::CullMode to CULL_NONE. 2.the quad has no UV. or you dont pass the texture to the shader.(i mean you dont map the texture on the quad) 3.RenderTaget is not work. one or the other. or both. does clear color work on the normal rendertarget(i mean backbuffer one).
  12. my guessing is that you forget to get actual backbuffer address. in initialize phaze like this [code]pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ),(LPVOID*)&pBackBuffer); [/code]
  13. HLSL compiler output

    most of the same as above,easily way i use is following. [code] if(FAILED(D3DX11CompileFromFile( L"ComputeRay.hlsl", 0, 0, "CS","cs_5_0",0, 0, 0, &pBlob, &pErrors, 0 ))) { char* ms=(char*)pErrors->GetBufferPointer(); MessageBoxA(0,ms,NULL,MB_OK); }[/code] i believe there is more sophisticated way like you said output window or something.
  14. Fullscreen Problem

    your have to re-load textures ,mesh, to a gpu , when they gone from its video memory cause of alt-tab,alt-enter which over write its video memory.
  15. Load .x File in Direct3D10

    i wish i could say to you "just buy my book then the answer is all there". but i cant since the book is japanese. but i can give you 1 of my sample project that load a static mesh from X file. im not sure its work for your PC (maybe it work). comment is all japanese so its useless for you there are more sample in the book, like load Hierarchy(animation) mesh,Skinned mesh,bump skined mesh from X file,FBX,COLLADA,OBJ.
  • Advertisement