318 reputation
17
bio website alariq.livejournal.com
location Kiev, Ukraine
age
visits member for 3 years, 5 months
seen May 1 at 11:47

:-)


Jan
30
revised Binding an Instance Matrix with an InputLayout
added D3D11_APPEND_ALIGNED_ELEMENT
Jan
30
comment Binding an Instance Matrix with an InputLayout
Yes there is. I've edited my answer to address your question. Have not tried it but it should work. Also do not forget about AlignedByteOffset, you should set correct value. E.g. for binding[2] it would be 16 (4 float32) for binding[1] = 32 and so on
Jan
30
revised Binding an Instance Matrix with an InputLayout
added one more way to declare VS_IN
Jan
29
answered Binding an Instance Matrix with an InputLayout
Jan
29
comment How do I render from one render target to another?
Can you then mark your answer as correct answer?
Jan
29
answered Opengl Quad Tessellation Control Shader
Sep
24
awarded  Autobiographer
Sep
15
awarded  Yearling
Jan
22
comment Cell Lighting Propagation Problem
If you have a lot of light, then (as I mentioned you) can calculate area of influence in order to not to go over all grid for each light. Maybe there are other ways as well but one needs more info.
Jan
21
answered Cell Lighting Propagation Problem
Nov
26
awarded  Commentator
Nov
26
comment Incorrect frustum culling with center/half-size AABB
looking at this msdn.microsoft.com/en-us/library/… I see that D they use is negative distance along the plane. So, your formulae are fine if plane normals point outwards. However, if they have opposite direction (i.e. if they point inside frustum) you may try to change d > -_planes[0].D to d > _planes[0].D (or, equivalently, negate normal, but not both).
Nov
21
comment Incorrect frustum culling with center/half-size AABB
It is hard to say without the full code. But difference could be in how you treat _plane[i].D. I.e. one can write plane equation as Ax+By+Cz = D or like Ax+By+Cz + D = 0 in this case those Ds have different sign for same plane.
Nov
15
awarded  Organizer
Nov
15
revised Batching elements
removed tag, addded one more appropriate
Nov
15
awarded  Editor
Nov
15
revised Batching elements
added 89 characters in body
Nov
15
suggested approved edit on Batching elements
Nov
15
answered Batching elements
Nov
15
comment How can I animate a portion of the textures on a model?
well, if you want to "move" texture, so that it slides, you indeed can modify UV in the shader, you may e.g. pass time variable in your shader and do tex.uv += vec2(time, 0) but you must understand that it does not mean that it will slide in horizontal direct, it will slide along U vector, and U direction is/could be different for different triangle.