Camera movements around a sphere(planet)
Hello(again ^^)! For a few days now I have been working on my camera movement around my sphere, I've been googling and reading guides all over the internet. The plan right now is to have the user go...
View ArticleSampling from Depth Buffer
HI All, I think I have most of this working, but you guys might be able to pick out where I am going wrong. I'm going through and creating a resourceview for my depth buffer. I've tested everything...
View ArticleFrame Time Swap Throttled
Hi, I have been having stuttering issues with DX11, I used PIX to take a look at the frames and found that there's something called Frame Time Swap Throttled / Swap Throttle causing spikes in my...
View ArticleAlpha Blend for monocolor (or min/max depth buffer)
Hey Guys, Currently I am working on a small project which need to have a extended 'Depth Buffer' which not only store the closest depth but also the furthest depth (as far as I know no such thing...
View ArticleWhen was data transferred from system memory to GPU memory?
I can make a guess that after calling the method like ID3D11Device::CreateBuffer, the data in CPU memeory was transferred into GPU memory. What other circumstances can this happen?
View ArticleAIRSHIPS! how should i draw the world?
i was playing around with AIRSHIPS! today, and its time to start thinking about how to draw the world. the game is a WW1 airship flight sim, with an alternate history where all sides have helium, and...
View ArticleOne Index Buffer Multiple Line Strip
Hey Guys, How do you guys cut linestip within one index buffer? MSDN says we could do that by adding -1 index to explicit cut line strip, but I have tried it, it doesn't work. int16_t...
View ArticleHow to calculate normals for deferred rendering + skinned mesh?
I am using this at the moment: float4x3 SkinTransform = 0; [unroll] for (int i = 0; i < 4; i++) { SkinTransform += BoneTransforms[PointBoneIndices[i]] * PointBoneWeights[i];...
View ArticleSpecific config on DX12 swapchain for working through RDP
Hey Guys, Recently I run some of my working DX12 programs remotely through Microsoft Remote Desktop(RDP) and found out they crashed probably during on first present call (the error msg I got said...
View Article3D Manipulators/Gizmos in DirectX
So as I slowly build a tool set for my engine I was wondering how to implement 3D Manipulators, if your confused about what I mean the image attached should help. Basically I want my engine to make it...
View ArticleSet vertex position in Domain Shader with Height Map texture
Hello,Since I introduced Tessellation in my sphere game I want to move my height map calculation into the Domain shader to handle all the verticesand not just the ones I start out with.Here is my...
View ArticleDirectX 12 Multi Threading
I still have a great deal of uncertainty about what is and what is not thread safe in DX12. I understand that ID3D12Device and ID3D12CommandQueue objects are free threaded. So your application only...
View ArticleGet pixel's location
Hey, Just want to check with you guys: IIRC, any vertex after applying projection matrix, should report it pixel location at x, and y component right? so if you have the simplest pixel shader like...
View ArticleMultiple monitors causing access violation on release of interfaces at app exit
You gotta to be kidding me.. So I went back to my project with have been abandoned for months, and to my surprise it gave me error at releasing sampling states..something I dont mess with in...
View ArticleHow to handle 2D tiles with different sizes
Guys I have a technical problem! Let's say we have a 2D world with tiles which have all the same size! We can simply store the world in a 2D Array and we can simply draw the tiles which is in the...
View ArticleDraw normal geometry and wireframe geometry in the same pass
Hey Guys, Often in times, we want to overlay a wireframe drawing onto the normal scene for debug purpose. But most of the time the wireframe overlay is a new render pass which means geometry vertices...
View ArticleDirection to point for lighting purposes
Hi guysI am working on a directional light system, where the light is collocated with the camera position. As such, the lighting returns will depend on the direction to the surface from the camera...
View ArticleStencil Write with Clip/Discard
Hi, quick question. If I have stencil write enabled and I'm using clip() in the shader, will a pixel that gets clipped/discarded, still write to the stencil? This is aimed at D3D11 and D3D12....
View Articlealignment for between shader stages data structure
Hey Guys, We know that for shader constant buffer we have to follow the alignment rule: cbuffer MyStruct : register(b0) { matrix mWVP; float2 f2ColorReso; float2 f2DepthReso; // float...
View Article[DX12] Texture2DArray descriptor used in shader as Texture2D
Hello, I wonder if what I am doing is dangerous/non-portable... In my program, all my texture descriptors are texture array descriptors (most of the time they are arrays of only one slice). In...
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