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Tessellation Factor that preserves vertexes

Hi,   I have a working tessellation shader but am not getting the results I hoped for. The shader works Ok but the visual effect is problematic. I base my tessellation factor on a distance from the...

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PeekMessage and muti thread engine

Hi. I am designing a simple multi thread game engine, in brief, game thread updates game objects while the render thread is rendering previous frame, but the problems is that  when I use PeekMessage()...

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HLSL see through effect

Hi, Can anybody tell me how to create  a see through effect using HLSL? For instance, I use a camera to take a picture of the human chest. Then I use volume rendering based on 3D CT/MRI to render the...

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a call for opinions - drawing grass

a call for opinions - drawing grass   i'm working on drawing better grass plants in caveman.   here's where i'm at right now:       i cut it back from one plant every 2 feet to one every 3 feet....

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Suggestion on GPU reduction

Hey Guys,   I need some advise and suggestion of doing a tricky GPU-CPU task very efficient, here comes the background first:   =====================Background (optional)=========================== In...

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porting dx9 to dx10 or later - how hard?

porting dx9 to dx10 or later - how hard?   dx10 will get me real instancing for grass - and texture arrays. dx11 will get me things like NVIDIA turf effects.   everything i'm finding online about...

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ClearUnorderedAccessViewFloat not work properly

Hey Guys,   I have ClearUnorderedAccessViewFloat always clean my UAV (float4 StructuredBuffer) to all zeros no matter what value I passed to it. ... FLOAT ClearVal[4] = {0.1f, 0.2f, 0.3f, 0.4f};...

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short cmdlist vs. long cmdlist

Hey Guys,   For recommendations of building commandlist in dx12, I remembered one which said that a good strategy is to have 12~20 draw calls per commandlist. Without wondering the reason behind it, I...

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Starting to get crappy results after switching animationset.

Hello, I am stuffing some bvh data into the animation controller. After I have built the animation set, I dumped out the rotation keys.... SceneRoot Rot 0 0 0 0 1 SceneRoot Rot 0.5 0 0 0 1 SceneRoot...

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Help deducing cause for cubic shadow mapping edge artifact?

Yep, it's time for even more shadow mapping issues on my end...   I'm encountering a rather weird artifact with my omnidirectional light's shadow mapping, as can be seen in the following image:  It...

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How come the animation controller always flips my character?

Why the animation controllers would want to flip my animation on bip001..... See the figures below, I dumped at time 0 is different than the dump I get from GetSRT on time zero... //TRACE("anim ctrl...

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c# Capture Process Window

Hi all,   I want to capture Screen of Process Minimized with SharpDX.   I have already coded my apps for Capture Primary Adapter, but i need capture specific process.   Could you help me ?   My code:...

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Suspicious slow compute shader... Mem write bottleneck?

Hey Guys,   I come here to borrow you guys' insightful eyes again to help me find what I did wrong...     I have a compute shader which will take 5 input Texture2D (they all 512x424) and then do bunch...

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Render a triangle with two different colors on two sides

Hi, I have a triangle with two different colors on two sides. One side is blue and the other side is red. How to render it?   Many thanks.   YL  

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Screen Coordinate Origin

Just wanted to ask this for a sanity check. I found some similar questions with regard to D3D11 and D3D9 - but wanted to confirm for D3D12.    With out applying any transformations the following data...

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Single header Vulkan and D3D12 renders

Hi,   Thanks to everyone who's answered my silly questions about DirectX 12 on here. It's been a go fun thing to learn.    I wrote single head implementations of a Vulkan renderer and a DirectX 12...

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draw call order and binding costs - dx9 shaders

I'm beginning to add shader based capabilities to my wrapper API for dx9.0c.    at first, i can get away with shaders for special effects (instancing, swaying grass, etc), and fixed  function for the...

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Vertex buffer(s)

Hi forum!   While reversing one program, I found that it uses separate vertex buffers in combination with index buffer: vb0 = Positions (always used) vb1 = Normals (always used) vb2 = UV (used only in...

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XBox skeleton tracking

Hi, I watch video for XBox skeleton tracking from:   I am wondering does xbox track 3D pose or just track 2D skeleton in 2D image?   Thanks.   YL  

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Partial rendering in a small box

Hi, I have a big volume/mesh and I only want to render part of it. The part is defined in a small 3D box and only volume/mesh inside this box is rendered. There are two situations: one is the data is...

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