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Some recent topics started on our forums |
D3D11: Adding Custom Messages to PIX's log
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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
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D3D11: Creating 3D textures with format DXT5 / BC3
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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
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Game Engine
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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
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Making an extensible 3D editor
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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
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[D3D11] How / when to properly destroy a Vertex-Buffer ?
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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
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[D3D11] Equivalent for glBlitFramebuffer ?
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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
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D3D11: Sometimes black window after fullscreen-switch
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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
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D3D11: Create Input-Layout without vertex-shader blob
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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
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SSE Performance
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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
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Blender: Properly export bone weights
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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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View All Topics Started By This User
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Some recent replies made on our forums |
D3D11: Adding Custom Messages to PIX's log
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Ah, I didn't notice that! Thanks for the info, I'll try it tomorrow.
Jan. |
Posted January 3, 2011 7:11:57 PM
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D3D11: Adding Custom Messages to PIX's log
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Don't I need a D3D9 device for that? |
Posted January 3, 2011 6:50:37 PM
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D3D11: Creating 3D textures with format DXT5 / BC3
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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
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D3D11: Creating 3D textures with format DXT5 / BC3
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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
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Game Engine
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BTW: The "night-mode" can be seen in this video starting after two minutes. |
Posted December 9, 2010 6:31:56 AM
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Game Engine
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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
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[D3D11] How / when to properly destroy a Vertex-Buffer ?
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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
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[D3D11] How / when to properly destroy a Vertex-Buffer ?
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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
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[D3D11] Equivalent for glBlitFramebuffer ?
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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
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[D3D11] Equivalent for glBlitFramebuffer ?
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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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