Quantcast
Channel: GameDev.net
Browsing all 17560 articles
Browse latest View live

Image may be NSFW.
Clik here to view.

Rendering artefact

Any idea what happend to the "glowing" pillar? The flowers on the pillar seem to alpha blend with my background instead of with the pillar. const XMVECTORF32 background_color = { 0.0f, 0.117647058f,...

View Article


Static samplers vs sampler heap

What are the advantages and disadvantages of both?  Also can someone explain the implementation of static samplers?  They don't take any space in the root signature so my guess is they are in the...

View Article


D3D11: Forcing update to VRAM and/or checking if it happened

Hey, I am working on volumetric video player renderer. It uploads ~100MB of vertex buffers and textures couple times a second and I would like to make sure, that the uploads are completely async (using...

View Article

x64 Directx 11 and Windows 7

I apologize about cross-posting this on multiple sites, but I don't think I'm going to get any answers from stackoverflow. I've been trying to follow a few DirectX 11 tutorials online, specifically,...

View Article

Pow function platform-dependent error

Hi guys, It looks like the HLSL Pow function gives error if the exponent is too big. For example, using 'pow( x , 10 )' in my shader caused the shader to simply return 0, regardless the result of the...

View Article


Question about the ID3D11DeviceContext::Map function...

Hey hope you guys having a great day I'm studying DirectX11 and now i have a question i used DYNAMIC flag for runtime update of a resource. i updated the resource by accessing to the memory which the...

View Article

What would dx11 do when I change the desktop resolution!

Hi guys!     The QA of  our company gives me bug, here is bug description.     Reproducing steps are as follows,    Open game with a large resolution;   Change the resolution of desktop;     Result:...

View Article

What options are available now for progressive rendering

I've seen (by scanning thru the directory of DirectX9, not even bother opening it up), that there used to be a progressive mesh example in there in previous SDKs. My goal is to reduce the poly count...

View Article


2D texture format DXGI_FORMAT_B8G8R8A8_UNORM

Hi, I just begin to learn DirectX11. I am confused about  the format of a 2D texture. For example:     // Create the texture t         CD3D11_TEXTURE2D_DESC textureDesc(...

View Article


Early stencil test/cull before pixel shader

Hi, Is there a way to run stencil culling/testing before the execution of the pixel shader? I thought stencil testing itself is always run before pixel shader but it doesn't seem so. As a test, I am...

View Article

My vertex shader won't display! :(

I'm learning HLSL, and my VertexShader is compiling fine, but it isn't displaying anything. Why? Here's my shader: float4x4 BoneMatrix; float4x4 World; float4x4 View; float4x4 Projection; float4...

View Article

Image may be NSFW.
Clik here to view.

Z buffer is suddenly appear on top of texture

I'm trying to draw on top of other DirectX 9 application (Game) and here it goes, this is strange considering I tried to clean everything but it just draw it nonetheless I'm drawing a white rectangle...

View Article

Image may be NSFW.
Clik here to view.

Planar Reflections

VBexEngine Here is a new video about the implemented reflected material (Planar Reflections). Take a look and have fun...   ProjectBlog: https://vbexengineblog.wordpress.com/

View Article


Image may be NSFW.
Clik here to view.

Deferred Planar Reflections

VBexEngine Here is a new video about the implemented reflected material (Deferred Planar Reflections). Take a look and have fun...   ProjectBlog: https://vbexengineblog.wordpress.com/

View Article

Image may be NSFW.
Clik here to view.

how to parse obj file?

I made .OBJ file parser. but something wierd happened. in OBJ file, there're 254 vertices. but in face section, it indicate 258th vertex. I attach file here.   Attached Files...

View Article


use mul(vector, matrix) or mul(matrix, vector) in HLSL

Hi, In one DirectX example, I found it transpose the world transform with type XMMATRIX and then save it to XMFLOAT4x4, then send it to GPU using  context->UpdateSubresource. On GPU side, the vertex...

View Article

How do attribute tables and bone combination buffers work?

I know this thing is good for mesh deformations stuff (bumps) like decals and other effects, So you can update stuff in subsets in faster speeds. There is no problem to load them as assets thru...

View Article


How to get around D3DXCreateMesh 65535 vertices limit?

while I was importing a big mesh into DX9 from assimp, the D3DXCreateMesh function fails if that mesh contains more than 65535 vertices, how do I work around it? Thanks Jack

View Article

Debug if my constant buffer is uploaded correctly?

So I'm trying to upload an array of matrices to my vertex shader, like so: cbuffer cbJointTransforms : register(b6) {     float4x4 gBoneTransforms[96]; }; I think it is done correctly, however when I...

View Article

How to know whether a texture is present in HLSL?

What is considered good practice for knowing whether a texture is present or not in a HLSL shader? I use a single texel white texture (in case no diffuse/specular texture is present). Therefore, the...

View Article
Browsing all 17560 articles
Browse latest View live


Latest Images

<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>