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bio website code4k.blogspot.com
location Japan
age 41
visits member for 3 years, 6 months
seen yesterday

Game Engine R&D Developer at SiliconStudio, Author of SharpDX and NShader, passionate by 3D Real-Time Graphics, Demomaking, Sound synthesis, C#/.Net, DirectX, XNA.


Feb
26
comment Why are Texture2d arrays so expensive?
Oh, when I said calling Draw(testTextureArray, i, ...) it would require that testTextureArray is a GPU Texture created as a Texture2DArray (not an array of C#, that would be confusing - again! :D )
Feb
26
comment Why are Texture2d arrays so expensive?
@EtanSivad It seems that you are confusing C# arrays and HLSL Texture2D arrays. The SpriteBatch implems are just accepting texture and not using behind the scene HLSL Texture2D arrays. When you call Draw with testTextureArray[i], you are not passing an array but just a texture. It could be different if the implem was supporting it and you were calling with Draw(testTextureArray, i, ...) but this is not the case.
Feb
25
answered Why are Texture2d arrays so expensive?
Jan
31
awarded  Necromancer
Nov
14
awarded  Yearling
Sep
8
comment SharpDx from Nuget
On which type of project do you try to install this? Did you have a close look at github.com/sharpdx/SharpDX/wiki/Installation ? (actually, the wiki is missing the d3dcompiler part :D )
Sep
8
comment SharpDx from Nuget
It is almost one year old, they did lots of bugfixes, try to upgrade to latest 2.8.x
Sep
5
comment SharpDx from Nuget
which version of nuget is used?
Aug
3
comment HLSL - can't get texture to wrap or mirror
The Toolkit gives a feel of XNA, but it is unfortunately not at the level of features/quality of XNA (the toolkit doesn't have a real content pipeline, poor documentation...etc.). But it is still worth using it when you want to quickly prototypes things in Direct3D11 as using raw Direct3D11 is more laborious.
Aug
1
answered HLSL - can't get texture to wrap or mirror
Aug
1
comment HLSL - can't get texture to wrap or mirror
How are you compiling this shader? Note that if you are using inline declaration of SamplerState like this, you need to compile an effect (fx_4_0) and use Effects framework (with pass/techniques). Is it the case? Have you tried a graphics debugger (NSight, PerfStudio, GPA...etc.) to check the sampler state is correctly setup?
Jul
25
answered What is the optimal way to handle matrix internal data storage for interop with native graphics apis?
Apr
15
answered SharpDX.Toolkit setting constant buffer
Apr
14
comment SharpDX.Toolkit setting constant buffer
As the effect is handling all the constant buffers, why don't you update the variable slideX...etc. directly on the effect?
Mar
3
revised Difference between texture arrays and multiple single textures?
Remove trilinear as this was wrong
Mar
3
comment Difference between texture arrays and multiple single textures?
@NathanReed Oops, just checked this and you are absolutely right. I have updated my answer to reflect this. Sorry for giving false direction.
Mar
3
comment Difference between texture arrays and multiple single textures?
@NPS I did verify and arrays of texture cannot be indexed dynamically (which make sense and the reason why Texture2DArray were introduced). I have updated my answer.
Mar
3
revised Difference between texture arrays and multiple single textures?
Add array of texture cannot be indexed dynamically
Mar
2
revised Difference between texture arrays and multiple single textures?
Use term trilinear instead of bilinear
Mar
2
answered Difference between texture arrays and multiple single textures?