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Overhead of SetXXXRootSignature

Hey Guys,   IIRC, dx12 rootsignature kinda define the layout of GPU memory of intended usage, so it seems ideally, we should only set rootsignature once during program startup? However, that require...

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Questions about defragment GPU buffer

Hey Guys,   Recently I have a lot of fun playing with GPU atomic, compute shader and dispatchIndirect. And I have a tricky situation:...

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[Easy] Direct2D - Bitmap not at correct x,y

Hopefully this is the right place to post. For some reason in my game, bitmaps are not being placed correctly.    Here I'm trying to draw a Bitmap at 200, 200 (width is 16x16) but instead its being...

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Reversing and injecting some D3D9 code

Hello !   First, thanks for this forum, as I got my answers here very often.   I'm trying to make some graphic modifications to an old 2D game, and because the .exe is not easily reverse-engineerable...

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frame rates and refresh rates

frame rates and refresh rates   on the PC,  if your FPS is higher than the monitor's refresh rate, you only get the refresh rate as the number of images presented to the player per second - right?   so...

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Order in which primitives are drawn

I have been following directxtutorial.com and i am working on drawing multiple shapes at once and i can get it to work it is just that i dont understand why it works the first way and not the second...

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Setting render target unbinds textures?

Hi, I'm moving my project from Direct3D 9 to Direct3D 11 so I'm learning some new concepts. It seems to me that every time you set a new render target all the previous shader resources are unbinded. Is...

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Instancing worth it for rendering text in a 2D game?

Hey guys,   I have a DX11 text rendering implementation where I have a bitmap with all the character glyphs that I use to build a list of quads with the position and UV of each glyph corresponding to...

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HLSL example

Hi, I am studying HLSL shader programming. I just read "Practical Rendering and Computation with Direct3D11". But this book does not include many HLSL shader examples. Can anybody guide me to some good...

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Why call DiscardResource?

Why/When should you call DiscardResource?  https://msdn.microsoft.com/en-us/library/windows/desktop/hh404613(v=vs.85).aspx   What does this method buy you?  Is it essentially like the free method in C?  

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Overhead of transiting state of resource which are not touched

Hi Guys,   From my understanding, transit state of resource A is telling GPU to flush related cache (is it just the cache pointed to A or entire cache?) to ram, so will wait until all write (or just...

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Difference between launch DX12 app with/without Graphic Debugger

Hey Guys,   Does anyone know the differences between launch your DX12 app with/without VSGD (visual studio graphic debug)? I have a QueryHeap (timestamp) corruption bug only show up if I run my DX12...

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Merry 3D Christmas (VBexEngine)

If your Christmas tree is not decorated yet .. have a look to my Engine-Test Video  I wish you a Merry Christmas... Have fun and keep coding! https://youtu.be/bcmzhLKpei4     Blog:...

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SharpDX (DirectX 10) Alpha blending

Hi guys,   I am trying to get alpha blending to work using SharpDX (C#). I am using DirectX 10 to be able to use the FX Framework. I have been looking all over google trying to find my mistake in my...

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CreateTexture2D fails for GeForce GTX 280 user

Seasonal greetings,   My game uses MonoGame for Windows desktop and one Windows 7 user gets an error every time when creating a 2D rendertarget: HRESULT: [0x80070057], Module: [General], ApiCode:...

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Difference between Tecture object Load call with/without offset?

Hey Guys,   Is the following code effectively the same:   ``` uint uSampleDepth = inputTex.Load(i3CurrentUVIdx, int2(i, 0)); uint uSampleDepth = inputTex.Load(i3CurrentUVIdx + int3(i, 0, 0)); ```...

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SharpDX loading TGA textures

Hello, I am trying to load TGA textures in sharpdx, but it seems it is not supported.   Is there any simple method or do I have to write my own TGA format parser, parse the file into pixel array and...

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MSAA Quality levels / sampling - good overview / lists?

Hi guys,   When working on MSAA I've noticed that there are dozens of different quality levels for different GPUs and custom stuff Ati/Amd and Nvidia did - EQAA, Quincunx etc.   In most cases that...

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UpdateTileMappings/CopyTileMappings performance: requesting repro attempts

I'm running into some pretty nasty performance with UpdateTileMappings and CopyTileMappings, and I'm not yet sure if I'm horribly messing something up or if it's caused by the driver/runtime. I don't...

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Zen Game Bible

I recently discovered that back in 2008 Peter Walsh apparently released a series on game programming called the Zen Game Bible. The Internet Archive has it cached at...

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