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Posted 02 June 2014 - 10:43 PM
Posted 03 June 2014 - 04:41 AM
Looks pretty good - how about a description of your rendering setup? Are you using append/consume buffers? Are the particles living forever or are they dynamically created and destroyed?
Jason Zink :: DirectX MVP
Direct3D 11 engine on CodePlex: Hieroglyph 3
Direct3D Books: Practical Rendering and Computation with Direct3D 11, Programming Vertex, Geometry, and Pixel Shaders
Articles: Dual-Paraboloid Mapping Article :: Parallax Occlusion Mapping Article (original):: Fast Silhouettes Article
Games: Lunar Rift
Posted 03 June 2014 - 09:05 AM
I am using 2 ID3D11Buffer where I store information for all the particles (positions and velocities). Particles are living forever, they are created once.
Those buffers are binded through an Unordered Resource View to Compute Shader and through a Shader Resource View to Vertex Shader.
I use a Draw call with the number of particles. SV_VertexID is used in the shader to identify what particle should I process in a Vertex Shader in particular.
Particles are represented as points and expanded in a quad that face the camera, inside Geometry Shader.
I plan to use Append/Consume buffer in the future to create/destroy particles dinamically
Edited by Nikko_Bertoa, 03 June 2014 - 09:06 AM.