Dust storms and flowing lava
So i have a proof of concept going for instanced plants that sway in the breeze. The only things left to figure out are drawing dust storms and flowing lava. dust storms: basically, see Mad Max...
View ArticlePresentMulti-GPU/head DX9ex application on Windows 10
Hi, we have a DX9ex application that uses multiple GPUs and each GPU has 2 heads (NVIDIA K600). This application runs fine on Windows 7 but we experiencing problems on Windows 10. The application...
View ArticleDevice Lost
IDXGISwapChain::Present() may return one of error codes: DXGI_STATUS_OCCLUDED (PC only?) DXGI_ERROR_DEVICE_RESET (UMD reset?) DXGI_ERROR_DEVICE_REMOVED...
View Articleground quad and ground texture sizes
I'm currently using ground quads that are 10 d3d units across, at a scale of 1 d3d unit = 1 foot. I'm using 256x256 ground textures. I'm tring to get the size of the image on the texture at the...
View Article[D3D12] Descriptor Heap Strategies
A lot of DX12 articles talk about implementing the descriptor heap entries as a ring buffer (notably the nVidia Do's and Don'ts). I've also read in these forums that some people prefer a...
View ArticleBest animated model file for directx12
Hi guys, I wanted to know if you can help me with this problem. I want to import an animated model in my engine using DirectX12 but I don't which file format should I use. I am reading frank Luna's...
View ArticleWindows 10: DX12 low latency tearing free rendering
Hi everyone, we are investing how to port our application from Windows 7 to Windows 10. The Requirements are: 60 fps, low latency and no tearing on Windows 10 using DX12 Currently we use a DX9ex full...
View ArticleMoire' patterns
I'm getting issues with moire' patterns from tiled seamless ground textures when large amounts of the ground mesh are visible. My workaround to date has been to use sets of 4 ground texture tiles,...
View ArticleCount the number of samples that pass the depth test and stencil test
AFAIK, in Directx 11 there are two ways to get the total number of samples that pass the depth test and the stencil test: 1. If we use an unordered access view with an internal counter, we can...
View ArticleWarning with depth only and alpha testing
I render shadowmaps the standard way, that is by binding a depth/stencil buffer and by setting a null render target and a null pixel shader. That works fine except for alpha tested geometry. In this...
View Articledx9 instancing with multiple textures
I'm still working on drawing my grass plants in Caveman 3.0. Shader test 5 is drawing 1 million instances of the same mesh and texture, with animation based on wind. I've just finished getting some...
View ArticleBuffer arguments to functions in HLSL (Compute Shaders)
I want to write a function in a compute shader that takes a StructuredBuffer or an RWStructuredBuffer as an argument. Something like this: void SomeFunction(StructuredBuffer<CustomStruct>...
View ArticleMeshes that adjust to the heightmap
In both skyrim SE, and cryengine tutorials related to grass, i've seen meshes (groups of plants or rocks - low poly, all same texture) that seem to automatically adjust to the height of the ground,...
View Articlerecalulating normals for quad based plant meshes
While researching quad based plant meshes, I came across a process where after creating a mesh of quads, they recalculate the normals to improve the lighting. This is done with free tools. I assume the...
View ArticleIs it possible overlay on multiple monitors?
Hello, I am wondering if its possible to create full screen overlay on multiple monitors. In my case I may have 3 to 5 monitors connected and I want have full screen overlay on all my...
View ArticleDownsampling a depth stencil buffer
Is it possible in DirectX 11 to downsample a depth stencil buffer, and then re-bind it again as a read-only depth stencil buffer ? I only managed to bind it as a shader resource view but I would like,...
View ArticleXAudio2 CreateSourceVoice crashing sometimes
This is probably the worst kind of question one could ask but I am a kind of stuck. I am experimenting with XAudio2 in an attempt to understand the API as I need to integrate some Steam Voice chat...
View ArticleVirtual address space usage and D3D11 resources
Hello. I work on a renderer framework. When I create texture with CreateTexture2D, D3D11 device immediatly allocates some memory from virtual space of the process despite there is no cpu access flags...
View Article[HELP] Identfying a DirectX game Resource FIle
hello guys, i've been trying to read this file from several model importing programs, but i cannot open this file using my programming background i researched a bit by seeing Hex pattern of the file i...
View ArticleHLSL Shader for multiple light source types
Does one provide for each supported BRDF, a separate shader for each type of light sources (i.e. directional, point, lightmap, etc.)? Or is it somehow possible to use a single shader for all types of...
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