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Some recent topics started on our forums |
Windowed performance issues with OMSetRenderTargetsAndUnorderedAccessViews
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Has anyone else noticed performance issues in windowed mode when binding UAV's with OMSetRenderTargetsAndUnorderedAccessViews?
I'm wondering if this is a buffer configuration, device configuration, driver, or vendor issue...
I've disabled all of t... |
Posted September 3, 2010 12:29:28 PM
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Wireframe shader without wireframe state
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I have spent the last few days implementing a gregory patch tessellation system in dx11 (based on http://research.microsoft.com/en-us/um/people/cloop/sga09.pdf)
I'm now putting together a couple of demo vides, however, due to the pathetic rende... |
Posted July 10, 2010 1:43:36 PM
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Export Editable Spline from 3dsmax
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I'm playing with creating a guide hair export system for 3dsmax.
I am familiar with the sdk interfaces for MNMesh, and Mesh, however not so familiar with exporting editable splines / spline3d.
Could someone recommend how to go about exporting edi... |
Posted March 1, 2010 5:40:01 PM
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SensateFX - Shadow accepting and casting particles
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Hi Everyone,
About a month ago I released a demo showing of the first steps of my renderer. After another month of after work coding, I've made some enhancements to the renderer, including a rehash of the shadowing system and addition of a paramat... |
Posted April 24, 2006 5:14:28 PM
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RTT Compute Wrapper
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I seem to remember stumbling over a Direct3d9 wrapper for computation through render to texture on this site. I've lost the link to it and was hoping if anyone knew who wrote it or where on the site I could find the link. Extensive searches... |
Posted December 4, 2008 12:28:21 PM
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Sensate Editor Alpha
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This was a project to create my first editor.
I did learn a lot, but ultimately it was an unsustainable endeavor.
m
[Edited by - sensate on October 19, 2008 1:21:28 PM] |
Posted September 7, 2006 1:16:26 AM
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[Resolved] Inconsistent output from pixel shaders while porting DX9 to DX10
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Hi,
I've been porting my renderer from DX9 to DX10 and have run across some problems in my post effects system.
My HDR system uses a 128 bit (I know I should migrate to the new dedicated formats, but later), render target for all scene rendering.... |
Posted May 15, 2008 9:50:14 PM
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Video Renderer and and Editor
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Hi Everyone.
Over the last few weeks I completely rewrote my codebase from scratch, so that I could better support baked materials, better DXSAS support, better file formats etc...
So, my first demo from this new code base is a .NET 2.0 applica... |
Posted August 25, 2006 8:06:02 AM
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FBO Depth Texture Overwrite
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Solved...
When using FBO Depth Texture in the following manner:
// Enable render-to-texture
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
// Set up depth_tex for render-to-texture
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
... |
Posted December 7, 2007 9:04:15 PM
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Need help porting Sean O'neils GPU gems 2 article to HLSL
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I'm currently porting O'neils article from GPU Gems 2 to HLSL. I was wondering if anyone can spot anything in here that would cause the atmosphere to render as a thick white band when the camera is looking at the atmosphere from space?
CONSTANTS F... |
Posted August 12, 2007 12:15:45 AM
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View All Topics Started By This User
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Some recent replies made on our forums |
Megatexture Demo (+ Source)
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Nice work. I've been meaning to look into virtual texturing for a while now.
Does your source include the asset generation logic? |
Posted January 5, 2011 12:46:21 PM
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Windowed performance issues with OMSetRenderTargetsAndUnorderedAccessViews
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It *is* a bloody SLI performance problem in windowed mode...
grrrr! I'm going to check if zeroing all of the buffers improves things.
I'm guessing that there is an implicit copy happening on the UAV's because they are not getting cleared... |
Posted September 3, 2010 12:45:29 PM
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Wireframe shader without wireframe state
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Went with this:
http://cgg-journal.com/2008-2/06/index.html
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Posted July 10, 2010 5:31:15 PM
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Lost Sector First alpha test version (join alpha test)
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Lighting looks great, the only thing I have criticism of is the shadow ambient. It looks like a wet material rather than shadow... Can't wait to try the alpha when I get home. |
Posted June 29, 2010 7:46:58 PM
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R5: Trees
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Very nice. I took a quick look at your google source page. It looks like you've abstracted out the render api layer. Are you thinking of writing a dx11 layer too?
As far as the demo goes, it causes a TDR under Windows 7 with ATI 5870 and 9.12 driv... |
Posted January 13, 2010 11:08:27 PM
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SensateFX - Shadow accepting and casting particles
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The engine has changed, but here is the latest :p
http://www.youtube.com/watch?v=XsL2KHLyT-k |
Posted August 19, 2009 11:33:27 PM
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Get the contents of the Z buffer
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DX10 and some formats in Opengl you could do the operation in a shader and output the result to a 32 or 16 bit color format.
If you are outputting to software, I guess you probably don't care about realtime performance. What is it you wish to achiev... |
Posted February 18, 2009 6:16:44 PM
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Directx10 & direct9 mostly the same?
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In short. No. In long, well, sorta.
The API has changed to a large degree.
The underlying concepts are still the same, but there are some very important changes to the way resources are viewed.
However:
- You should be able to abstract a set... |
Posted December 12, 2008 4:06:38 PM
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HDR image processing library?
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Sorry, I didn't notice you were searching for source.
If you haven't read it already I'd recommend:
High Dynamic Range Imaging
Acquisition, Display, and Image-Based Lighting (The Morgan Kaufmann Series in Computer Graphics) (The Morgan Kaufman... |
Posted December 5, 2008 4:31:43 PM
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HDR image processing library?
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HDRShop.
http://www.hdrshop.com/
Use panoramic transform :). |
Posted December 5, 2008 2:24:11 PM
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View All Replies Made By This User
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