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Latest directx Activity
Release 2.5.5 of Diligent Engine packs a lot of new features.
Post-Processing Effects
Screen-Space Ambient Occlusion
PBR Material Improvements:
- Clearcoat
- Anisotropy
- Sheen
- Iridescence
Another major new feature is Hydrogent, an implementati…
I have been trying to figure out how to change the output of my swap chain. I tried recreating my swap chain, but I am getting an error from my IDXGIFactory2:
DXGI ERROR: IDXGIFactory::CreateSwapChain: Only one flip model swap chain can be associate with an HWND, IWindow, or composition surface at a…
Room 8 Group’s Game Development team for PC & Console (Dragons Lake), has made its innovative Render Engine Infrastructure (REI) tool available as an open-source solution. Initially developed to transform game porting, development, and preservation, REI is the result of tireless work carried ou…
@Juliean Wow. I could not notice the fact that I defined light as float. lol. I remember that I declared light as float3 definitely but it was not. It works well now. Thanks for your help, you saved my days !
kloena said:
Interesting… good work.
Thankyou.
I made a mistake that I should use position as the output of vertex shader, but I incorrectly used the color as the output.
Now it works as expected.
I want to convert a lot of legacy D3D9 shading model 1.1 ASM shaders to newer one like shading model 5.0, so my idea is to convert SM1.1 to DXBC (or ASM) and then back to SM5.0. Is it possible or maybe you have another ideas?
Hasten said:
all projects will eventually become dead
Now you're using C++, you can pick dependencies that aren't controlled by a single for-profit entity. C/C++ written 40 years ago generally still compiles today, and if you write your game in C/C++ with OpenGL, you can expect it to continue b…
FIXED
Resolved this, there is an issue with the latest version of assimp causing this, reverted to assimp 5.0 and its working as expected now
Without actually debugging the code, you might try flipping 2 and 3 around. It might be fooled into thinking the commands are still in use since you destroy the vertexes before resetting the allocator. As a side note, you don't have to wait until the end of the frame to reset the command list. You …
Ok I made it.
My own rendering architecture confused me.
I had to make some adjustments to accommodate offscreen rendering.
What you have to do:
- all rendering is made offscreen, exactly the same way you did before (same bindings etc.) with the only difference being that now you use a render target that…
Yeah, you will better off with OpenGL than DirectX. Especially for a beginner. You will be able to access more type and generation of platforms. The api is also far more simpler.
Thaumaturge said:
But I do ask: how accurate does this have to be? Why not just implement it in the vertex shader, as you already have in mind, and have done with it?
That's what I'll do.
Thanks for the support.
I have solved this.
Apparently everything was ok with my Info Queue. The problem was another member being improperly destructed in my engine and was messing things up. It was a hurdle finding it, but it was a good exercise.
What are you trying to achieve because map/memcpy and CopyResource work. But if you are just instancing some data and need the same working data as another object just setting that data might be better solution to begin with. The PCI-E bus transfer might incur some perfromance stalls you don't want…
@undefined there isn't much improvement, good point about the return 0 on WM_PAINT, I'm reading the directx_sdk.chm included in DirectX 9.0 SDK and they recommend that too, I'm just trying to get the best of each approach but still, I'm stuck on this and I think it's unsolvable, I saw an answer on …
I created two textures in DirectX9 with CreateTexture method (one little HQ and one big LQ), and for some reason my shadow textures are blending on my Terrain. Is there any way to stop that blending ? I want my small texture to seamless continue the big low resolution one, without multiply/blending…
Thanks for the post. I can't believe I missed the Axis transformation matrix that gets saved out, thanks for pointing that out. It certainly looks like it's doing some manipulation in there.
So if I export a model with bones and animation, would I only apply that transformation matrix to the vertice…
Earlier this year, Collabora announced a new project with Microsoft: the implementation of OpenCL & OpenGL to DirectX translation layers. Here's the latest on this work, including the steps taken to improve the performance of the OpenGL-On-D3D12 driver.
Today, Collabora is excited to announce a partnership with Microsoft to build OpenCL and OpenGL mapping layers on DirectX, in order to bring OpenCL 1.2 and OpenGL 3.3 support to all Windows and DirectX 12 enabled devices. Support for OpenGL is realised through the Mesa3D project's Gallium layer.