Latest DX11 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.
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…
@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…
Aressera said: That's interesting. I have only used slope scaled bias on shadow map generation and have trouble completely removing acne, maybe I will try bias on the receiving end.
In my case I needed to make a decision on how to handle double-faced geometry for applying back-face-generated shadow …
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
@Aressera I just noticed that Blender is X+ right, Z+ up and Y+ into the screen (away from the viewer). One thing that I'm really confused about is that the mesh and animation I downloaded from Mixamo is X+ right, Y+ up and Z- into the screen, so essentially right-handed. When I load it into Blende…
hi,
in my own DX12 engine i am rendering completely bindless.
So very big meshes with many materials are drawn with one draw call
- using Vertex-, IndexBuffer ( fix )
- a additional material structered buffer (updated if needed)
- by indexing in a big texture array. (fix)
A flag in the materi…
Thanks Joe
Actually, just using the camera position as the centre point works pretty well.
In case anyone is interested, I resolved this. It turns out that the SV_POSITION/POSITION semantics are important (at least for my AMD GPU). I got it to work by pushing SV_POSITION into the Vertex shader, outputting POSITION to the hull shader, POSITION to the domain shader, and SV_POSI…
Hi, Im using Directx11 with SharpDX, i was trying to use Visual Studio's graphics debugger to improve performance on my shaders but couldn't get it to work. Whenever i start it the graphs don't move and if i try to capture a frame it just loads forever. I tried creating Device with Debug flag or us…
[edit]: I just figured this out a minute after posting! Not a bug.. My model has 4 renderable parts and the first part (which isn't drawn first) does actually render correctly. This means my Collada converter must be messing up the subsequent blend indices/weights after the first …
MJP said:
That's too bad, but good that you tracked it down. Mismatches between RenderDoc and your actual program can occur when you accidentally wander into undefined behavior, since RenderDoc replays do not exactly match what normally happens when your app render. In this case, was it that the dep…
Thanks, I’ll have a look at those, I think I’d rather some noise and sacrifice the smooth shading than have incorrect and light bleeding shadows. Based on your link I also noticed PCSS, which to be honest when I was researching I just thought was PCF with a larger kernel but it looks really interes…
I determined the root cause of the runtime error, which was that a preceding post-processing pass had rendered (alpha-blended) a fullscreen quad onto the MSAA render target, thus overwriting/resetting the underlying pixel data. While my initial idea was sound (and worked when disabling said p…
Thanks. I’ve decided to temp copy the source textures to the working directory, and remove them after conversion. safer to leave texconv alone ?
Quick update, I think this structure should cover it all:
- PBR material data-structure
- Shaderpack override
- Texture: diffuse/albedo
- Texture: normal map
- Texture: roughness/AO/disp + metallic (RGB grayscale, A on/off)
- Bool fullMetal (false -> no need to fetch metallic map)
- Bool fullNonMetal (false -> no…
Hi There, were you able to draw the test with spinning cube, can you please provided me the sample code. When the drawText() is called cube is not drawn. how to make both working?
wonderful ?
@MJP definitely, good to know. But now that bb is efficiently (enough) copied to DX11, I have higher priority problem to solve - certain reflections are off, and I've no idea why :D Remember, no source code, assembly only…. + 20 years of beer drinking does not help - and yet, reflections is the las…
Hello,
Implemented oculus SDK and render 2 separate targets and submit them however it has a very odd warp effect. Has anyone had this issue before?
Video:
https://i.gyazo.com/3b1fab677b06eaf3d9c44344041ec58c.mp4
Additionally, i am requesting the Projection and poses as Left handed but for the constru…
This is a small update that addresses some bugs regarding state changes that come up in certain edge cases. These can lead to improper states being set, or older states taking precedence over new states.
As usual, the new update can be retrieved from the GitHub releases page. The latest versi…
In mid-may i was in Istanbull on my vacation. Great people, architecture, food - nice place to spend a week doing nothing. Every evening I came to my apartment, fell into bed and read. That time it was George R. R. Martin's «A Song of Ice and Fire». Actually i re…
This is a small update that contains a few more fixes and additions.
As always, to get the latest version, go to the Github Releases page and download version 3.0.87.290. As always, there is a commit log on the release stating what changes were made.
This is a small update that contains a few more fixes and additions.
To get the latest version, go to the Github Releases page and download version 3.0.86.259 . As always, there is a commit log on the release stating what changes were made.
This update contains a few more substantial fixes and additions to the library/editor. A new example was added showing how to use the fluent interface on the 2D renderer, and 2 new operations were added to the image editor that will mark the image as using premultiplied alpha, plus an operat…
It’s been a while since my last update. Part of the reason was because I was sitting in a Russian hospital for two months. But I’ll leave that story for another time…… However I did manage to make quite a bit of progress. I had some adventures in threading….. I had to rewrite my thread code lik…
So, after about 5 years. Version 3 is done. Well, as done as I’m going to make it. Gorgon is finally released at version 3.0.66.147 and you can download it from the Gorgon GitHub repository on the releases tab.
A lot of work has been done over the last few weeks to finalize this release.…
We are pleased to announce the release of Matali Physics 4.7. The latest version introduces:
- Comprehensive support for Universal Windows Platform on Xbox One including: DirectX 12 games, DirectX 11 games, DirectX 11 apps, Xbox One gamepad, rendering at 4K.The latest version allows Matali Ph…
Just a quick update to let anyone who’s listening (all 0 of you – and the Russian spambots) know that the screenshot gallery has been updated with new images from v3.
If you’re interested in seeing what Gorgon can do for you, you might want to pop in there and have a gander.
So, the radio silence is now over, at least for this post. I’ve been toiling away on creating an editor for Gorgon so people can edit sprites, and images (somewhat).
A little about the editor
The editor is similar to the one in v2 in that it is completely plug in driven. …
Well we're back with a new entry. As usual we have made a lot of bug fixes. The primary new feature though is the separation of graphics, and planet generation in different threads. Here's the somewhat familiar code that was modified from our first entry....
void CDLClient::InitTest2() { t…
For this entry we implemented the ubiquitous Ridged Multi-fractal function. It's not so interesting in and of itself, but it does highlight a few features that were included in our voxel engine. First as we mentioned, being a voxel engine, it supports full 3D geometry (caves, overhangs and so …
After a LOT of bug fixes, and some algorithm changes changes, our octree marching prisms algorithm is now in a much better state. We added a completely new way of determine chunk level transitions, but before discussing it we will first talk a bit more about our voxel octree.
Our octree is …
I got the rework of the animation system for v3 done and up on the git hubs. Naturally, I took this awesome video of it.
It’s a music video. But not just any music video. A very bad, cheesy 80’s music video (the best kind). Of course, the music is metal \m/ (done, very poorly, by …
I've updated the VBexEditor-Interface. Cubemap-data can be arranged to use it as Skybox. The SkyCubeShader is updated to generate nice LensDirt. Have fun...