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Some recent topics started on our forums |
Can an HLSL pixel shader check if a texture stage is bound?
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In short I'm looking to check if a texture is bound to texture stage 0. If it is, sample that register, otherwise, just use the vertex color. I couldn't find any built-in HLSL functions to query if a texture stage was bound or not. (note: this shader... |
Posted February 7, 2006 10:04:20 PM
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Can an effect technique be called multiple times per begin/end scene?
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I'm using an effect/technique to render two seperate objects. The first time I use the shader I bind TextureA to it and draw. The second time I use the shader I bind TextureB and draw. Oddly enough, the textures used for the objects are opposite what... |
Posted February 7, 2006 5:08:10 PM
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Most efficient way to update/render particles?
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This is more a query for 'how did you implement it' rather than a 'how do you code it'. In the past, I've always locked the vertex buffer, and then updated the geometry of each particle, then done one big render on the buffer. I suppose alt... |
Posted July 18, 2005 1:05:34 PM
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Welcome!
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Welcome to all the invites I sent out from the Boston area!
~S'Greth |
Posted May 17, 2005 7:32:20 PM
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Using Global Variables in .fx files
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I have a real simple vertex shader to test out an idea.
I'm looking to modify the color of every other vertex in a stream. Using the effect framework, is it legal to have a "global" variable that I just increment, then mod it by two (looking for odd... |
Posted August 21, 2004 8:59:33 PM
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D3DXInverseMatrix() isn't 100% accurate...
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I'm not sure if anyone else has seen this but here is my scenario.
D3DXMATRIX mInvView;
D3DXMATRIX mView = m_pCurrentCamera->GetViewMatrix();
D3DXMatrixInverse( &mInvView, NULL, &mView );
In this example my view matrix is setup as so... |
Posted June 15, 2004 9:35:48 AM
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Who handles collision detection/response?
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In a client/server archetecture who should handle the collision detection? Consider the following, somewhat complicated, solution.
-Each client does their own collision detection of their object (say the space ship they’re flying).
-The ser... |
Posted January 18, 2004 12:17:37 PM
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D3DTA_TEMP support
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I’m wondering if there is any documentation or general knowledge about how wide-spread the support for this option is on various graphics cards?
i.e. in case you were wondering what this parameter is from, it’s from SetTextureSta... |
Posted October 15, 2003 4:19:23 PM
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Gimbal Lock with Quaternions! Eeek!
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I’m obviously doing something wrong to get gimbal lock while using quaternions! Any help would be *greatly* appreciated.
void CModelReference::RotateX(float fDegrees)
{
//Cook up a temp quaternion.
D3DXQUATERNION qTemp;
D3DXVECTOR3 ... |
Posted August 21, 2003 9:44:33 PM
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Have you seen this DirectVoice Error Code?
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DVERR_NOVOICESESSION
This error code has been haunting me for the last 2 days. It’s what’s being returned by IDirectPlayVoiceClient::Connect(). (Note: I’m using DX 8.1). My server works just fine. I verrified it’s functiona... |
Posted May 26, 2003 3:04:02 PM
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View All Topics Started By This User
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Some recent replies made on our forums |
Plasma Pong 1.2
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Simply amazing...awesome work! |
Posted May 10, 2006 8:25:09 PM
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Can an HLSL pixel shader check if a texture stage is bound?
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Yeah, the option of having dead code, or an branch for every vertex...the choice was obvious :) |
Posted February 8, 2006 9:03:28 AM
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Can an HLSL pixel shader check if a texture stage is bound?
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Yeah, this morning I was considering either doing that, or setting a global shader boolean parameter indicating if the sampler should be used. I'll just bind the two technique types as that would be less of a performance hit.
Thanks guys,
~S'Gre... |
Posted February 8, 2006 8:53:26 AM
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Can an effect technique be called multiple times per begin/end scene?
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Bingo! That was it, thanks a bunch. I'm going through converting all my old fixed-function stuff to use the effect framework. It's been going way too smooth until that little kink. If that's the only bump in the road this isn't too bad :)
Tha... |
Posted February 7, 2006 5:19:36 PM
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Most efficient way to update/render particles?
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Thanks a bunch guys, I'll probably employ the periodic updates scheme, but I honestly odon't plan on having housands of particle counts. Remember, this is just a simple breakout clone :) I just don't wanna implement the particle system half-asse... |
Posted July 19, 2005 7:10:15 AM
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Most efficient way to update/render particles?
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That makes complete sense. I wasn't really considering doing batches that large, but my concerns were mostly if there was a more efficient way of doing translation other than locking down the vertex buffer and trolling through it. It just seems like... |
Posted July 18, 2005 1:31:41 PM
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GameDev.net acquires NeHe Productions
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I learned OpenGL from NeHe back when the site started and I've been following it ever since. Jeff's been through some serious ups & downs with the site and I hope he made out with a good deal from the gamedev team. He's put his heart & soul into that... |
Posted June 28, 2005 1:07:13 PM
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Hello
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Like GDC Boston :D |
Posted June 21, 2005 8:01:45 PM
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Hello
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Quote:Original post by llamaSong
Hello Boston!!!
Helloooooo Llama! |
Posted May 31, 2005 7:58:00 AM
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Hello
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No kidding, small world indeed! Full Sail eh? I'm totally jealous :) |
Posted May 31, 2005 7:56:39 AM
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View All Replies Made By This User
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