205 reputation
111
bio website xcrypt-devblog.blogspot.be
location Belgium
age 23
visits member for 3 years, 1 month
seen Jun 14 at 16:50

CS, math, physics and game development hobbyist


Apr
7
comment How do I properly use multithreading with Nvidia PhysX?
The problem escalates with the number of threads you have that are dependent on the physics, you might end up with one thread(for example AI) to use the physics from 7 frames ago in it's calculations, and that is a serious problem. The other option you propose is impossible since inbetween a simulate and fetchresults call you can't compute new physics
Apr
7
asked How do I properly use multithreading with Nvidia PhysX?
Feb
23
awarded  Scholar
Feb
23
accepted rendering issue: depth buffering + blending: how do they work together?
Feb
23
comment rendering issue: depth buffering + blending: how do they work together?
Ah right, but I just have to sort right? It's not like I need to disable the depth buffer? Because it would be silly to draw pixel (screenpos x,screenpos y) multiple times. I don't want to work with alpha testing because it doesn't allow partial transparency
Feb
23
awarded  Supporter
Feb
23
comment rendering issue: depth buffering + blending: how do they work together?
@stephelton yes. I think this has something to do with order-independent blending, but I'm not sure. It would be nice to hear from someone with more experience what the problem exactly is, and methods I can use to fix it
Feb
23
asked rendering issue: depth buffering + blending: how do they work together?
Dec
18
comment ID3D10Device::RSSetState to be called every frame?
@KTF Not really :( I will one day perhaps look into it, but then again there's not much I can change about how DirectX works...
Dec
16
comment ID3D10Device::RSSetState to be called every frame?
@KTF your opinion is invalid. But more importantly, The question is not about design principles or standards. It's a pure technical question. I do not need lectures about why minimal performance gains may or may not be a good thing. This is how I like to code. And yes, I am aware of all the quotes / lectures in the world telling me not to do it, I know why people consider it a bad thing in an 'economically efficient environment'. That does not mean it's not a great exercise.
Dec
11
awarded  Editor
Dec
11
revised HLSL: how to get/set effectvariable to an array of structs with Direct3D10
edited title
Dec
9
comment HLSL: how to get/set effectvariable to an array of structs with Direct3D10
Yes, I know that but these can not set an array of structs, which was my question...
Dec
9
awarded  Student
Dec
9
asked HLSL: how to get/set effectvariable to an array of structs with Direct3D10
Nov
14
comment ID3D10Device::RSSetState to be called every frame?
It's more of an attitude :) Maybe the benefits are really small and not noticeable, but I still try to avoid writing abundant code. Your reply is great side-information, but unfortunately it's not an answer to my question.
Nov
10
comment ID3D10Device::RSSetState to be called every frame?
Since I don't need to change it every frame, it seems inefficient to me. If you need to change it every frame, I agree, but this is not the case. Is there no way around?
Nov
9
asked ID3D10Device::RSSetState to be called every frame?