indexbuffer and mesh .X
Sat, 15 Mar 2008 04:15:49 -0700 (PDT)
i am trying to get each X,Y,Z of the index buffer , i want the same as
when you get the GetvertexBuffer but that has random points so that
its alot harder to draw a triangle strip on the mesh and see it in
wireframe render state
<Anddos> after locking i cant think how you go through the data that
was locked to ...
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Texture2DArray question
Sat, 15 Mar 2008 02:54:45 +0100
Hello,
Can someone please explain how to access a texture value, in a vertex
shader, from a Texture2DArray variable.
Here is what I'm doing and why it's confusing:
Texture2DArray g_texAltitude;
float4 VS( float4 input : POSITION ) : SV_Position
{
...
int4 loc;
loc.x = input.x; //integer ...
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Using DirectX to build a screen magnifier
Fri, 14 Mar 2008 17:13:09 -0300
Hello,
What tecnology can I use to create a window (or anything else capable of
drawing graphics to the screen) with the following caracteristics:
1 - It doesn't appear on screenshots, so it won't capture itself when
capturing a screenshot
2 - It doesn't receive input, and thus mouse clicks go througth it ...
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D3DXSprite and viewports
Thu, 13 Mar 2008 23:30:34 -0000
Okay, this is a weird one.
Using D3DXSprite (because it appears to run quicker than just using
RHW before you ask) I've come across a situation where on some
cards it treats the the origin as the top left of the current
viewport, and on others the top left of the entire render surface,
regardless of viewport. ...
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How to create ranslucent windows with D3D9 and not lose hw accel?
Tue, 11 Mar 2008 14:53:04 -0700
Is there any way to create a translucent (not same as shaped) window
with D3D9?
I can see that translucent (with all window pixels having the same
alpha value) windows with d3d content work fine on Vista (and is broken
on XP).
What I want to have is a shaped window with each pixel potentially
having diffe ...
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Dualhead device and render to texture
Tue, 11 Mar 2008 13:59:55 +0100
I am trying to do a render to texture on a dual head (adaptergroupdevice)
device with no luck.
My code works fine for windowed mode and for a mode with only one full
screen, butwhen I try it with two displays nothing happens when clearing the
texture or rendering to it. I know this because I have tried initia ...
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DXGI usage
Sun, 09 Mar 2008 18:05:47 GMT
I've recently been reading the DXGI documentation to figure out how it
relates to the rest of the system in Vista.
It seems like much of the documented DXGI functionality isn't
reachable using only DXGI. I can enumerate Adapters and Outputs, but
that's about it. The remaining functionality (surfaces, swap ch ...
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Shader Model 3 Problems
Sat, 8 Mar 2008 13:38:01 -0800
Background:
1. I have code that takes advantage of Model 3 vertex shaders, when
present, to efficiently process large numbers of instances of common
geometry; i.e., I use SetStreamSourceFreq().
2. I use a number of self-constructed vertex shaders (written in HLSL), but
no pixel shaders.
3. This cod ...
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Queried Virtual Shadow Maps Complete Source Code
Fri, 7 Mar 2008 05:45:07 -0800 (PST)
I bought the book of ShaderX5. There are some shader codes in the "4.5
Queried Virtual Shadow Maps". But I need a complete project to run
with the shader code in VC++ 2005. Could someone have the complete
project source code? ...
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HLSL ATI vs. NVIDIA? DX9 vs. DX10? DXUT framework?
Thu, 6 Mar 2008 14:33:02 -0800
Hi,
I recently bought a Radeon 3870 graphics card, but before I was working on a
geforce 7600 GS version. There seems to be an inconsistency between these
two cards to address certain pixels. Maybe some more information, IĆ¢??m
working on my thesis regarding an iterative solver on a GPU. The solver
need ...
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