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Some recent topics started on our forums |
Atmospheric Scattering and dark sky
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Hello,
I am trying to implement atmospheric scattering effect based on O'Neils implementation from GPUGems2. Almost everything seems to be fine, but the sky colour is too dark. I already spent several hours trying to understand the problem an... |
Posted October 6, 2010 11:38:52 AM
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Shader cache
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Hello,
I would like to implement a shader cache which will store all compiled shaders in a file. Shader will be re-compiled if source file has been changed - otherwise compiled shader will be used directly from the cache file.
I am not very fam... |
Posted July 12, 2010 11:48:28 AM
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[solved] Detecting debugger
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Hello,
I would like to add a special dialog box to my assert function which will show different information depends if the application runs under Visual Studio or not. Does anyone know if there is a function in VS which I can use to detect the deb... |
Posted March 12, 2010 5:22:22 PM
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MRT support
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Hello!
I am working on my 3D engine and some time ago I implemented Deferred Rendering. I am using 4 surfaces with different formats:
- D3DFMT_A16B16G16R16F (HDR color) - 8 bytes/pixel
- D3DFMT_A8R8G8B8 (normal, specular) - 4 bytes/pixel
... |
Posted May 25, 2009 7:43:56 AM
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MRT and multisampling
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Hello,
I am using deferred rendering in my 3D engine which is based on DirectX9. I would like to improve a quality of my final image by using anti-aliasing. I know, that in the past it was not possible to use multisampling with multiple rende... |
Posted February 21, 2009 8:34:37 AM
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Project 2501
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Hi!
I am finally done with my demo called "Project 2501" on which I was working in my spare time for a couple of months. Demo is using my own graphics engine. Main features are:
- easy to use shader system providing following effects: bump... |
Posted August 30, 2006 12:17:55 AM
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Hardware instancing
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Hello,
I implemented hardware instancing in my 3D engine and I am getting some performance issues. My test scene contains 100 objects and each one has 30k triangles, so in total I am rendering around 3M triangles. Without instancing I am gett... |
Posted October 8, 2008 5:29:39 AM
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Antialiased image and capturing video
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Hello,
I want to capture video from my DirectX application, but I have one problem. I need to access back buffer data. I can do this by creating off screen surface in system memory and in each frame copy back buffer to this surface. Then I ca... |
Posted April 29, 2006 7:37:27 AM
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Antialiased render targets
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Hi!
I want to render my scene to 2 render targets (surfaces) by using SetRenderTarget(). Everything works fine when I am not using antialiasing, but if I set multisampling type different than D3DMULTISAMPLE_NONE then nothing is being rendered to m... |
Posted April 7, 2006 10:30:48 AM
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Depth in perspective shadowmap
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Hello,
Currently I'm working on shadows and I have one problem with perspective shadowmaps. I'm rendering my scene from light position to special depth texture. I would like to have linear distance from light to all objects (pixels). In... |
Posted March 9, 2005 6:12:49 AM
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View All Topics Started By This User
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Some recent replies made on our forums |
NFAA - A Post-Process Anti-Aliasing Filter (Results, Implementation Details).
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Yes, you are right. The vector should be only scaled by variable called "filterStrength". |
Posted September 9, 2010 2:17:12 AM
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NFAA - A Post-Process Anti-Aliasing Filter (Results, Implementation Details).
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Hello Styves,
Thank you for helping me :) Your code was very useful. I only modified it a bit and I implemented normal scale/offset based on pixel distance from the camera. With fixed scale/offset I was getting some artefacts in the dist... |
Posted September 3, 2010 9:10:21 AM
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NFAA - A Post-Process Anti-Aliasing Filter (Results, Implementation Details).
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Hello,
I was looking for a good anti-aliasing technique for my deferred rendering for a long time. Your idea sounds very interesting and I would like to test it in my engine, but I am not sure if I fully understood how it works. How exactly do you... |
Posted September 2, 2010 5:25:38 AM
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Shader cache
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The only reason why I was thinking about shader cache is to avoid run-time stalls.
And no, I can't compile all shaders at a start up of my app, because as Hodgman said, that would take too much time. I have around 5 "super shaders" and every... |
Posted July 13, 2010 6:22:48 AM
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Shader cache
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I am a bit surprised that it's not possible to load a shader in a binary format, because as I know it's not a problem under DirectX.
Anyway, thanks for the answer. |
Posted July 12, 2010 2:28:48 PM
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Shader cache
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My application uses many variations of several shaders and I need to access them at any time. For example - if I enable a point light, then several shaders need to be re-compiled to include point light computations. Currently it stops the whole appli... |
Posted July 12, 2010 12:43:15 PM
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[solved] Detecting debugger
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Thanks! This is exactly what I was looking for :-)
Regards,
Tomasz |
Posted March 13, 2010 3:41:21 AM
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MRT support
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Thank you. I will test that.
I am using GeForce 9800GX2, but I also tested my engine on 8800GTX.
Regards,
Tomasz |
Posted May 25, 2009 8:33:12 AM
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MRT and multisampling
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Thank you very much. For now I will use supersampling and probably in a near future I will start porting my 3D engine to DirectX 10.
Regards,
Tomasz |
Posted February 22, 2009 11:06:25 AM
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Hardware instancing
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Thanks for the reply. Also one of my first ideas about poor performance was to modify the pixel shader, so I changed it to output singe color, but it didn't help. My application runs at around 40FPS, because in my test scene I am using HDR rende... |
Posted October 8, 2008 8:44:33 AM
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View All Replies Made By This User
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