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Latest directx11 Activity

On computers today, all of main memory is equal. An array is an array is an array. The functions need a pointer to some data organized in a specific way. They don't care what you did to organize the data in the right way, all that matters is that it is formatted as expected.

2,804 views
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In runtime no, in editor yes. Well… yes for standard textures (virtual textures no - you wouldn't be able to fit them in memory).

This could run into problems when assets are too big - my point is, that it is managed and dynamic (which I guess is what you want). Easy to switch between those 2 approa…

7,097 views

@Annisquam17 OMG, I had gone over the code a million times, and going through the code one more time to add a few mor debugging statements and make sure everything was right, I noticed this line:

subData[i*mipLevels].pSysMem = imageDataArray[i*mipLevels];

that should read:

subData[i*mipLevels].pSysMem…

3,674 views

Profile the program. It's the only way to know for certain.

Unity has a built-in profiler that can give you a lot of data. Pix is a free profiler from Microsoft that can also reveal issues, and is especially focused on graphics profiling but can also tell a lot about the game when configured properl…

2,519 views
Changes to my BRDF calculations

Aressera said:
Here is a real picture of water to illustrate the correct behavior.

Yes, I've spent a fair amount of time studying why we see the stretched specular reflections on a sunset over water and I understand the reasons why it happens.  I just hadn't considered that the microfacet calcs …

3,949 views

You need to render your game viewport into a texture.
See https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples#rendering-your-game-scene-into-a-texture

4,246 views
DX11 HLSL ... looking to update a simple terrain mesh

Why do you sort the (seemingly opaque) tiles? Are you sure this improves performance instead of just rendering them naively?

I build my terrain mesh on the CPU but in chunks. Maybe you could separate it into chunks as well, assuming updating the terrain (CPU → GPU) really is an issue with performanc…

4,373 views

Hello,

I bought this book called Beginning DirectX 11 Game Programming by Allen Sherrod and Wendy Jones. It seems like a pretty great book, unfortunately, the websites for the book source code are no longer available. 

It says to go to:

www.ultimategameprogramming.com/BeginningDirectX11/

or

www.co…

197,579 views
Why I get meshes not in the middle using orthographic matrix

I try to implement shadow mapping in own project. I set up a sphere and a gird meshes in origin then places Lookup camera above them.

I expect to see the sphere and the gird in the middle of a shadow map

but they were shifted to the right side. I don't get why this happens.

float projection_plane_widt…
2,997 views

You can write your ray tracer with shaders in dx11 or opengl, or it can be implemented it in opencl. 
But it will not use nvidias dedicated shader cores. But probably they will get thrown out eventually from the chip anyway due to the lack of interest.
It makes no sense to change an api for such…

6,536 views

Main Thread: window, message pump and D3D11 DXGI. Render frame N.
Background thread: game logic and physics. Update frame N + 1.
Threadpool: worker threads.

It would be extremely helpful if someone could have a  look at my first attempt to separate the work between the Main Thread and Background …

2,843 views

MJP said:

The pData member of D3D11_MAPPED_SUBRESOURCE is going to be a pointer to the raw texel data, matching the DXGI_FORMAT of the staging texture. So if it's R8G8B8A8_UNORM then there's going 4 bytes per pixel, in RGBA order starting from low to high. You can cast the pData pointer to a uint8_t…

8,931 views

RobM said:
I can imagine writing your own GUI is a huge amount of work - trying to avoid that if I can.

My GUI was not very fancy, but still 2-3 weeks of work when i was young. 
ImGui is much better anyway. The immediate way of doing it is a game changer. If you don't know it, i propose you try i…

6,303 views
Strange artefact on BRDF shader

@elspar2 sorry, what do you mean?  Are you asking if I'm using it or suggesting that I do use it.

I'm not using it, it's just a simple normal map blended with the normal map of the terrain.

3,533 views

@RobM Fixed, it was a schoolboy error, I was leaving some alpha blend state prior to running the shader which was messing up the values…

3,581 views

pdmpcb said:
It produces the exact same results. But if I omit the `data++` (which I did forget originally) it only draws the _second_ quad. With the increment included, both the `memcpy()` and `for` loop behave identically, only drawing the first.

The bug is apparently that it only draws one instanc…

5,027 views
Snow trails using tessellation

Not a problem! I hope that it helps. ^_^

4,901 views

RobMadison said:

you can also draw a large grid using triangles and tessellate each triangle based on the control points’ positions.

Yes, that is typically how it's done - the vertex shader gets the distance and passes it on to the tessellation control stage, one place or the other, it's decided what…

4,065 views

I've never heard of a technique to do this but there possibly could be some weird way to do it. You can't really have a million pixels trying to write to the same 2 floats to tracking min/max. This would stall all the pixel pipelines.

Best way I know is to take your depth buffer afterwards and downs…

5,827 views

Hi, I'm just migrating from DirectX9 to DirectX11, and there are so many functions in DirectX9 that doesn't exist in DirectX11.
Is there any tutorial (except that one from Microsoft), that can help me ? Thanks.

3,056 views
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