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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...

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Sampling 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...

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Frame 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...

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Alpha 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...

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When 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?

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AIRSHIPS! 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...

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One 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...

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How 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];...

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Specific 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...

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3D 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...

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Set 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...

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DirectX 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...

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Get 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...

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Multiple 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...

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How 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...

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Draw 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...

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Direction 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...

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Stencil 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....

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alignment 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...

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[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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