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Some recent topics started on our forums |
New GameDev.net Set to Launch in Early 2011
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New GameDev.net Set to Launch in Early 2011Posted by: Michael Tanczos at December 25, 2010 9:55:30 PMHappy Holidays everyone! 2011 should be a very exciting year for both the users and staff of GameDev.net as we move forward with a brand new GDNet.... |
Posted December 25, 2010 9:55:30 PM
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Graphing RGB Waveform (HLSL?)
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I'm at a loss as to how to approach this. I'm using Direct3D9 and want to take an image, and for each vertical line of pixels create a graph that plots the red components of each of the pixels on a new image. So if a point on some image... |
Posted March 9, 2010 12:11:46 PM
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Testing image processing pixel shaders
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I'm looking at trying to test out some pixel shaders for shader model 3 that will be used as full-screen post-processing filters. Does anybody know of some easy to use software that is designed to process images using custom hlsl shaders that I can... |
Posted March 4, 2010 3:44:19 PM
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Fast Direct3d MJPEG compression
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Does anybody know of a fast (fast!) way to encode direct3d surfaces into jpegs? With slimdx and c# I tried texture.tostream and that seemed pretty slow..
This was also pretty slow and I didn't even get to the jpeg compression yet. Getrendertarg... |
Posted February 16, 2010 9:09:29 PM
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[SlimDX, C#] Flickering Textures
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Hopefully this is an easy one to debug based on description. Right now I'm rendering a number of textured quads each with their own vertex buffers to separate render target textures. The vertices almost never change.
Originally I had m... |
Posted January 26, 2010 9:21:41 PM
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[SlimDX] Creating texture with shared handle crashes
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I'm trying to create a render target texture to be shared between two devices using slimDX. Unfortunately I get the following error (Windbg) every time I try to create the texture using the August 2009 release of SlimDX. I'm using debug august 2009... |
Posted October 26, 2009 3:08:48 PM
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[slimdx] Surface.FromBitmap
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I'm attempting to load a bitmap already in memory as the background of a surface. I'm running into problems where the color looks more like a dark blue / purple rather than black.
I'm essentially trying to duplicate the MDX code "_surf = Surface.... |
Posted August 20, 2009 12:28:54 AM
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Rendering windows on multiple monitors
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I decided to create a new post for this particular issue since it is a different problem altogether (and one that I'm pretty concerned with that I don't really have options). I'm using a multi VMR9 setup where I'm rendering textures allocated f... |
Posted August 1, 2009 2:02:02 PM
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[MDX] Rendering to Control created in other thread
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First, I'm using C# MDX. I'm not sure what the general strategy here for rendering is. I created my render loop in a separate thread and I seem to be able to render to the Direct3D device I created just fine. I'm using the same device to present t... |
Posted August 1, 2009 12:27:59 AM
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MDX/C# Struggling to understand problem..
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I'm struggling to understand what I'm missing, and perhaps someone here knows something high-level that I'm not thinking of. In short, my live video that I'm capturing through directshow displays for about 10 seconds in a picture control and then go... |
Posted June 16, 2009 8:51:04 AM
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Some recent replies made on our forums |
New GameDev.net Set to Launch in Early 2011
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Quote:Original post by acadestuff
- Will it work on non-IE browsers ,specifically Firefox & Chrome. (The current site has always been unreliable on these browsers for me.)
Great Job.
Wait, people use browsers other than Firefox/Chr... |
Posted December 29, 2010 11:11:10 AM
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New GameDev.net Set to Launch in Early 2011
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It will work at 1024x768 but some menu items will be removed. @servant - the css bug is in the screenshot I posted
- Michael Tanczos |
Posted December 27, 2010 6:34:17 PM
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New GameDev.net Set to Launch in Early 2011
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Our native resolution for the new site is going to be 1280 pixels wide but that will also be a fixed resolution so on wide-screen monitors the site will not scale to the edges of the screen. It is very difficult to control the look of a site wi... |
Posted December 27, 2010 3:44:36 PM
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Support GameDev.net
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I'm not sure of exact figures but generally it's in the thousands of dollars per month range to run the site. Not only do we have pretty hefty server bills but in order to keep getting advertisements and sponsorships we have to pay sales people... |
Posted July 27, 2010 8:46:00 AM
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Support GameDev.net
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Quote:Original post by TheBuzzSaw
There is a big different between "doing damage" and "not helping". People who block ads are "not helping". Using the other language implies they are taking a sledge hammer to your server. (Again, if ad-blocking is s... |
Posted July 3, 2010 12:24:34 PM
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Threads & cores - how do I force execution on a specific core
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Quote:Original post by MarkVince
Thanks for the feedback!
- I'm looking at writing some ray-tracing stuff on multi-core processors ( on PC ).... so performance is critical, and the algorithms are highly parallelisable... it sounds l... |
Posted April 8, 2010 6:54:34 AM
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Graphing RGB Waveform (HLSL?)
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Quote:Original post by MJP
Two possible approaches come to mind:
1. If you're targeting hardware that supports efficient vertex texturing (basically any DX10-capable hardware), you could just have a line or point list with the number of vertices... |
Posted March 9, 2010 3:28:58 PM
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DirectShow, something wrong with PREVIEW pins
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Just a note though that capture pins don't drop frames if things get hairy and start falling behind.. Capture pins are for actual perfect video captures, not previewing. For webcams you probably still want to use the preview pin.
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Michael Tan... |
Posted March 7, 2010 11:22:57 PM
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Testing image processing pixel shaders
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I was using this only because it seemed much easier vs Nvidia's solution which isn't specific to image processing.
http://shazzam-tool.com/
- Michael Tanczos |
Posted March 4, 2010 8:11:03 PM
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De-interlacing in a shader
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I'd be very interested in your work as I'm trying to come up with an hlsl deinterlacer as well but just haven't gotten around to it.. I would think you would need at least two images to do deinterlacing. Use the code below to decimate odd fields, b... |
Posted March 4, 2010 4:03:19 PM
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