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DirectX 12 Multi Threading

Hi,   Does anyone know if it is safe to call IDXGISwapChain3::Present() on one thread, while at the same time calling ID3D12CommandQueue::ExecuteCommandLists() on another thread? I have an application...

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[DX12] Updating a descriptor heap using a command list?

Hello,   Is there a way to update a (GPU visible) descriptor in a heap from a command list?   As an exemple, I have a list of 100 texture descriptors:   - Draw call 1 uses this list. - Modify one of...

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Highlighting objects in 2d game like in Baldur's Gate/Pillars of Eternity...

Hi all,   I was wondering if it is possible to create a HLSL shader to highlight objects like in baldur's gate or pillar of eternity, ie:     Or if this is done using a semi transparent texture on top...

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Preparing for a 'XBox one' code stream

Hi all, I was just thinking, since the Xbox one is 'windows based' and can also 'run' direct3d11, what would it take to be prepared for delivering your game/ engine as an Xbox one game?   What I mean...

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DirectX11 Multiple Constant Buffer Issue

I am trying to draw a Sphere. The Vertex Shader simply transforms the Vertice from Object Space to Clip Space. The Pixel Shader just returns a single color. I am using Visual Studio 2015, Shader Model...

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Multithreading and dynamic vertex buffers

Hi guys,I am wondering if there would be any benefits in populating dynamic vertex buffers in separate threads during the draw cycle. Or would the internals of the GFX card still make this happen...

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Direct3D 11 Render Multipass

Hi, I want to implement SSAO technique therefore I need to render with multipass. In the Frank D. Luna's book there is an example but he uses the deprecated d3dx library. I've searched on Internet but...

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Depth sorting issues

I enabled SpriteSortMode.FrontToBack in my drawing callback: /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a...

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DirectX 12 Multi Threading / Low-latency presentation

Hi,   Does anyone know if it is safe to call IDXGISwapChain3::Present() on one thread, while at the same time calling ID3D12CommandQueue::ExecuteCommandLists() on another thread? I have an application...

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Memory Management characteristics - Sharpdx in Release/Debug

Hi guys,   I've been debugging my map editor for my game for the last few days.  As I am moving closer to using it for my project (and hopefully one day release) I am finding some interesting issues....

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Some question about cpu, gpu communication in d3d

Hellow !!!!!! I have some question about cpu, gpu communication in d3d. 1) Does the d3d api return right now when call it?  or return after it completely execute ? such as drawXXXX , setXXXBuffer 2)...

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Depth buffer not working

Hi Guys,I am having trouble with my depth buffer in my project.I am creating it as follows; int Engine::DepthStencilCreate() { D3D11_TEXTURE2D_DESC descDepth; descDepth.Width = nWidth; descDepth.Height...

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Multisample RenderTarget is blank after drawing to it

I am working with the MonoGame source and trying to make MSAA work in RenderTarget2D. Something that MonoGame currently does not support.   I can create an MS RenderTarget now, but the problem is that...

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dx11 drawIndexed cost overhead time

The scene is a box draw with  a simple shader. In a demo the drawIndexed cost 0.000160 ms, but in my engine cost 0.1 ms.  They use same mesh, same input layout, same shader, same renderstate . Why...

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dx11 draw instance with different material

I have learn how to draw many object in different position but share same mesh, material. I'm curious about how to draw totally different object by using the instance buffer ? pack all matrix,...

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dx11 skined instance mesh and texture buffer

I have a looked at http://developer.download.nvidia.com/SDK/10/direct3d/Source/SkinnedInstancing/doc/SkinnedInstancingWhitePaper.pdf His solution is encoding each FinalBoneMatrix of a bone  into 4...

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XNA array problem

Hi everyone, so there is this problem I have, and I dont know why it is happening.   So first off I made a class called Entity and I made entites array(images) with 2 elemetns Entity entites = new...

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DirectX 12 by example. A blogpost.

Hi community. As a part of a learning process I wrote an article. Maybe someone will find it useful too.

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MonoGame crashes on some machines without a crash log

Since I migrated my game from XNA 4 to MonoGame some users have seen crashes that don't leave any events in the Windows log behind. Also, the normal exception handling in the game which logs and shows...

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Tiled Resources on DirectX 11.2

Hi,   I am doing tiled resources tests and I have discovered that on my AMD Radeon 280X when I    map my texture 16384x16484 ( 7 mips )  DXGI_FORMAT_R8G8B8A8 to a null tile takes around 15-20 seconds...

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