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Get to know Jan K...  
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Nickname Jan K 
State/Province, Country Nordrhein-Westfalen   Germany
GD Gathering City Aachen, Nordrhein-Westfalen, Germany
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Homepage URL www.ArtifactGames.de 
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Rating 1035  (Rate this user)
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64  
Member Since 9/19/2006 4:43:57 AM
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Some recent topics started on our forums
D3D11: Adding Custom Messages to PIX's log Hi I'd like to add custom messages to the log that can be created when using PIX and a debug-context. I thought that ID3D11InfoQueue would allow this, but it seems not to work. Also D3D9 seemed to have BeginEvent / EndEvent calls to group batches... 
Posted January 3, 2011 2:05:44 PM
D3D11: Creating 3D textures with format DXT5 / BC3 Hi there I am trying to load a 3D texture into D3D that is compressed using the DXT5 / BC3 format. I have successfully loaded it into OpenGL, where the NV_vtc extension explicitly defines how to do this (see here: http://www.opengl.org/registry... 
Posted January 2, 2011 1:08:00 PM
Game Engine I have just finished my diploma in Computer Science and now I am looking for a job as a game engine / graphics engine programmer in Germany or the US. I have been programming with C++ and OpenGL for about 10 years now. The pictures show some resul... 
Posted December 6, 2010 12:06:48 PM
Making an extensible 3D editor Hi I have an editor to create levels for my 3D engine. I am mostly quite happy with it, but over time more and more functionality is added, making it harder to maintain and making compile-time quite long. So far everything is statically compile... 
Posted October 26, 2010 2:09:04 PM
[D3D11] How / when to properly destroy a Vertex-Buffer ? Hi I have stumbled upon an annoying problem: For text-rendering and some other stuff, i use an abstraction that creates vertex and index-buffers on the fly, issues the drawcall and then destroys the buffer again. Now i found out that de... 
Posted June 18, 2010 6:41:21 PM
[D3D11] Equivalent for glBlitFramebuffer ? Hi I'm porting some OpenGL code to D3D 11 and stumbled upon an annoying problem: There seems to be no equivalent function for glBlitFramebuffer in D3D. All i want to do is copy/blit a texture into another texture. In D3D11 i found ID3D11DeviceC... 
Posted June 2, 2010 2:10:17 PM
D3D11: Sometimes black window after fullscreen-switch Hi After googling for hours and not finding anything specific to my problem, i'll post this here: I'm new to D3D11 and currently i am working on window-resizing etc. Of course i ran into the problem with PIX telling me that after switch... 
Posted May 28, 2010 9:06:11 AM
D3D11: Create Input-Layout without vertex-shader blob Hi Is there a way to create an input-layout without having the vertex-shader's blob around? At run-time i can query the current vertex-shader, but it seems there is no way to use that to create an input-layout. The simple problem is, that... 
Posted May 7, 2010 3:03:08 PM
SSE Performance Hi I am currently learning a bit of SSE(2) programming, using intrinsics. As far as i can tell from searching these forums and Google, it seems to be a common misconception, that SSE is generally faster than x87 code. One article mentioned,... 
Posted March 20, 2010 12:29:38 PM
Blender: Properly export bone weights Hi there I want to use an animated character in my game. I have found one that is a good test object. I can import it into Blender and play its animation, it looks very good. Now i export it as an x-file (DirectX file format) and load it i... 
Posted August 19, 2009 9:17:08 AM
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Some recent replies made on our forums
D3D11: Adding Custom Messages to PIX's log Ah, I didn't notice that! Thanks for the info, I'll try it tomorrow. Jan. 
Posted January 3, 2011 7:11:57 PM
D3D11: Adding Custom Messages to PIX's log Don't I need a D3D9 device for that? 
Posted January 3, 2011 6:50:37 PM
D3D11: Creating 3D textures with format DXT5 / BC3 Ok, I found it out. D3D does not use the same format as OpenGL for compressed volume textures. Instead simply each slice of the volume is compressed like a normal 2D texture. No data rearrangement is necessary. Then the sysmempitch etc. are as... 
Posted January 2, 2011 5:44:40 PM
D3D11: Creating 3D textures with format DXT5 / BC3 Yeah tried all that, doesn't work. The problem with 3D textures is that they are stored as 4x4x4 blocks, so one "line" would actually be a slab (or volume) and it is not intuitive how the "line" and "slice" are then to be considered. And s... 
Posted January 2, 2011 1:54:07 PM
Game Engine BTW: The "night-mode" can be seen in this video starting after two minutes. 
Posted December 9, 2010 6:31:56 AM
Game Engine First I need to mention, that the Virtual Aachen Project wasn't done by me alone, but by a group of people working for my university. *I* wrote the engine that visualizes the results, and also I implemented the AI for the vehicles and pedestrians. Mo... 
Posted December 9, 2010 6:22:48 AM
[D3D11] How / when to properly destroy a Vertex-Buffer ? Yeah, i have implemented a queue now, where the resources are destroyed with a 1 second delay. It works. But it feels hacky. 
Posted June 19, 2010 10:42:47 AM
[D3D11] How / when to properly destroy a Vertex-Buffer ? The thing is that the library that implements the allocating/storing/rendering is not meant to be used for high-performance rendering. Its only purpose is to make it quick and easy to get something on screen. It implements a rendering s... 
Posted June 19, 2010 5:28:06 AM
[D3D11] Equivalent for glBlitFramebuffer ? That's great thank you! So is the documentation incorrect or did i misunderstand it? http://msdn.microsoft.com/en-us/library/ff476392%28VS.85%29.aspx Under Remarks it says "Immutable, and depth-stencil resources cannot be used as a destination... 
Posted June 3, 2010 6:08:27 AM
[D3D11] Equivalent for glBlitFramebuffer ? I usually only want to make an exact copy of a depth-texture, such that i can make a snapshot of the current depth-buffer and use it for later render-passes as an input-texture. I am a bit surprised, that even an EXACT copy of depth-stencil text... 
Posted June 2, 2010 7:56:19 PM
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