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my 3d gallery art
Sun, 4 May 2008 13:24:50 -0700 (PDT)
Hi all and welcome to my gallery
http://gandoza.net/ ...
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D3D10 - is it possible to append to an output stream on a second
rendering pass?
Fri, 2 May 2008 18:52:04 -0700 (PDT)
Hi,
For a particle system handled on the GPU, I am currently rendering
buffer1 to the screen, then streaming buffer1 to buffer2 through a
shader that changes the positions of the particles. I then want a
third stage where I stream from a vertex buffer to buffer2 through the
same shader, a seed particle that w ...
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tristrip faster in recent card ?
Tue, 29 Apr 2008 22:20:14 -0700
I have a question .
I draw 64*64 grid mesh using trilist in nvidia 6600 GT.
total polys are 64*64*2 = 8192
% of course , using DX drawIndexedPrimitive call.
I draw about 9 meshes together.
so total polys are 8192 * 9= 73728
but , somewhat slow in 6600 GT.
so I will try to use triStrip instead ...
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Edglit slim light box,light panel---http://www.edlite.hk
Mon, 28 Apr 2008 00:39:10 -0700 (PDT)
www.edlite.hk jenny@edlite.hk madamenihao@hotmail.com
◆Basic Differences Between T5, CCFL, EEFL and LED Light Boxes
The decision of what type of light box to buy can be somewhat
confusing if you do not analyze the unique properties that each light
box has, and weight these properties against a li ...
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multiple mesh loading function crashing
Sun, 27 Apr 2008 10:01:47 -0700 (PDT)
void init_graphics(LPD3DXMESH *mesh, int ii , D3DMATERIAL9
**material , LPDIRECT3DTEXTURE9 *texture , char *meshnames);
char *meshnames[]={
"airplane 2.x",
"spaceship 2.x"
};
void init_graphics(LPD3DXMESH *mesh, int ii , D3DMATERIAL9
**material , LPDIRECT3DTEXTURE9 *texture , char *meshnames)
{
...
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Texture loading fails
Sun, 27 Apr 2008 17:08:26 +0100
I'm trying to load a texture, but it constantly fails.
When i load the same file (from a different class) it loads, but if i
try and load it like this:
LPDIRECT3DTEXTURE9 RenderSystem::getTexture(std::string filename)
{
std::ofstream outF("error.txt",std::ios_base::app);
std::map<std::string,LPDIRECT3DTEXTU ...
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D3D10 - how does one set the stream out target to NULL?
Fri, 25 Apr 2008 23:08:54 -0700 (PDT)
In the C++ sample it shows it as:
// Get back to normal
pBuffers[0] = NULL;
pd3dDevice->SOSetTargets( 1, pBuffers, offset );
but how do I clear this in VB .Net? I keep getting this message:
Resource being set to Vertex Buffer slot 0 is still bound on output!
I know it's only a warning but ...
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Intersection of a ray and a plane
Sat, 26 Apr 2008 04:21:51 +0800
Hi guys,
I want to shoot a ray from the floor and test whether it hits any objects
above it. How do I go about doing this?
=========== object
/|\
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------------------------ floor
Given that the object may not be orthogonal...(orients at an angle against
the floor) My major concern is just whether the ray ...
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Hang when releasing shader constant table on multi-thread/multi-GPU
configuration
Wed, 23 Apr 2008 11:03:17 -0700 (PDT)
I'm running into a problem where the call to release a shader constant
table hangs on a multi-threaded configuration. My application divides
the rendering work between GPUs if more than one is present. I create
a thread for each physical GPU, each thread with its own D3d object,
D3d device, etc. At runtime fo ...
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IDirect3DQuery9::GetData() fails to return S_OK on multi-core CPUs
Tue, 22 Apr 2008 01:01:00 -0700
I'm using the following code to wait for my scene to be fully rendered before
using IDirect3DSwapChain9::Present() to display it on the screen. This
normally works fine but I've noticed that on some multi-core CPUs it will
occasionally get stuck in the loop because IDirect3DQuery9::GetData() never
returns S_ ...
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