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...
View ArticlePeekMessage 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()...
View ArticleHLSL 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...
View Articlea 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....
View ArticleSuggestion 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...
View Articleporting 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...
View ArticleClearUnorderedAccessViewFloat 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};...
View Articleshort 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...
View ArticleStarting 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...
View ArticleHelp 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...
View ArticleHow 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...
View Articlec# 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:...
View ArticleSuspicious 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...
View ArticleRender 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
View ArticleScreen 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...
View ArticleSingle 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...
View Articledraw 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...
View ArticleVertex 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...
View ArticleXBox 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
View ArticlePartial 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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