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Handling multiple lights

Various solutions on the web for handling multiple light sources in forward rendering hardcode a fixed number of lights in the shader or use a texture to encode the lights. Is it somehow possible (and...

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D3D12 Enabling Multi-Sampling.

Hi all, I was hoping somebody could point me in the right direction for enabling multi-sampling for a render target in D3D12.. Everywhere I've read states that I should enable it via the...

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VB2010 - Directx: the SecondaryBuffer read only WAVE stream?

the SecondaryBuffer read only WAVE streams?

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Creating a new effect (D3D9)

*Nevermind.

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How to gamma correct 10-bit frame buffer

This post reminded me to ask this - my engine does all rendering in HDR using DXGI_FORMAT_R16G16B16A16_FLOAT targets.  The final frame (scan-out) buffer is DXGI_FORMAT_R8G8B8A8_UNORM_SRGB so...

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Depth texture seems odd and inaccurate

I'm working with SharpDX. I've worked pretty extensively with OpenGL, and so far my project with DX11 has worked exactly as expected. However, now I'm working on making a depth buffer that I can also...

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Can you debug RWTexture in VS graphics diagnostics?

hello guys, I am using directx11 in vs2015, and I want to save data into texture3D. everything works well before I adding the RWtexture3D part. I just added following code in my .fx file...

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height based wind shaders

in a youtube video about making grass, i saw that cryengine2 had a "grass shader" option that animated plants with the wind. the interesting thing was that the mesh in question was 2 quads wide by 4...

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two sided lighting - which algo?

so i've come across two different algos for two sided lighting: 1.  turn cull on, set winding CCW, set shader param invert_normals to false, then draw, then set winding to CW, set invert_normals to...

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HLSL resource object for a texture3D

Hi, I have a 3D image with voxel type short. I need  to use it as a 3D texture in my shader. I create a texture3D with format DXGI_FORMAT_R16_TYPELESS. I create a SRV with DXGI_FORMAT_R16_SINT How to...

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About the source code for a tutorial

Hello In SlimDX web site, in the "Simple Triangle" tutorial, under the link "Simple Triange.zip" it says "Requires the latest build of the library from SVN". 1) What is SVN and where is it? 2) Which...

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Adding transpercy/sorting to particle system killed performance

Hello, I am trying to implement the particle system discussed in Amd's 2014 GDC talk (http://www.gdcvault.com/play/1020002/Advanced-Visual-Effects-with-DirectX). I've run into issues adding...

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.cso in .lib

Is it possible to include .cso files (i.e. compiled shaders) in a static C++ library?

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Present method is taking for too long...

Hi everyone! Just wanted to check out if those times are common or not. Actually in the render loop the time consumption is shared by this processes(high level view): - World ( 0.000482142845 sc ) -...

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VB 2010 - DirectX: DirectSound - how can i get file info?

how can i get the, speaking on  audio files, genere, artist, date and more?

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DirectX9 2D Camera

I'm studying 2D Camera, so i try this video and i put in my project but it wasn't work.   Can you suggest some text or video about DirectX 2D Camera..

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volume slicing

Hi, I would like to do volume slicing. I create a texture3D resource with type DXGI_FORMAT_R16_SINT. I create a vertex buffer which defines a quad used to slice the volume. The quad has four  vertices...

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About the stability of matrix inverses in DirectX9

D3DXMatrixInverse(&worldInv, NULL, &l_transform->getWorldMatrix()); When I calculate the above math using matrix inverses, even though the world matrix is at identity, the outcome is still a...

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[D3D12] Barriers are really necessary?

Hi. I am learning the barrier stuff now. I got a simple question. I understood the  theory of the barrier. But my D3D12 program(and MS sample program too) run fine WITHOUT barrier commands. It seems...

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How to get a ray in view space in volume rendering

Hi, In PS, I want to get a ray in view space to do volume rendering. Let's say I have the camera position in the view space. I want to get the other end of the ray corresponding with the screen...

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