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Feb
6
awarded  Yearling
Jan
9
revised How to fill/initialize D3D11_SAMPLER_DESC properly?
added 296 characters in body
Jan
9
comment How to fill/initialize D3D11_SAMPLER_DESC properly?
@MooseBoys you're right, I completely forgot about these!
Jan
9
comment Implementing Geometry Instancing in DirectX
I'm not familiar with DX9, so I looked it up - the vertex format parameter can be left as NULL, and I think it should be fine as long as you set a proper vertex declaration, but you could look at nvidia's instancing sample for DX9 to see how they do it. It may be in C++, but the API calls should match up.
Jan
9
comment Implementing Geometry Instancing in DirectX
Can you not specify multiple vertex formats? i.e. position, followed by texture coordinate, followed by normal...?
Jan
8
comment Having trouble with 2D texture movement
Is it possible this is just your screen producing a ghost image?
Jan
8
comment Implementing Geometry Instancing in DirectX
if your buffer contains a matrix, I think you can just describe it in your layout/format as a number of vectors - so for a 4x4 matrix, add the equivalent of 4 float4s to your layout, and attach a semantic like TEXCOORD so they are not modified in any way.
Jan
3
answered How can I render 3D dots at object vertex positions?
Jan
1
comment Directx 11 not drawing scene despite all math being correct
just a side note, you are using D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST and D3DXMATRIX, but you tagged your question directx11?
Dec
27
comment Pixel perfect clickable picture in OpenGL/C++
"What I would do is make a 1920x1200 array, which stores numbers for every country. [...] paint a map of different colors, then transform the color into a number." - sounds like a texture to me :)
Dec
27
comment Why nearby triangles tend to disappear?
would that cause the entire triangle which is crossing the near clipping plane to disappear? shouldn't it just clip some of the fragments?
Dec
27
comment How to fill/initialize D3D11_SAMPLER_DESC properly?
I checked, creating a sampler state with a zeroed desc will fail with CREATESAMPLERSTATE_INVALIDADDRESSU, V, W.
Dec
27
revised How to fill/initialize D3D11_SAMPLER_DESC properly?
deleted 1793 characters in body
Dec
27
comment How to fill/initialize D3D11_SAMPLER_DESC properly?
Yes. I looked, but there seem to be no clever ways to create a sampler state without a desc struct, or to obtain the desc from the default sampler state used when setting a NULL sampler state to a slot.
Dec
26
revised How to fill/initialize D3D11_SAMPLER_DESC properly?
added 38 characters in body
Dec
26
answered How to fill/initialize D3D11_SAMPLER_DESC properly?
Dec
25
comment Radiometric quantities and time in rendering
So in the end you'd figure it in, just to cancel it out again, wasted effort and processing time - both are precious :) Also, when you're "just" rendering (real-time, offline, even "physically accurate"), you usually don't care about cases where time passes at a different rates than 1 second per second. I'm totally guessing here, but that's why it's not an answer :)
Dec
25
comment Radiometric quantities and time in rendering
As the render time ("exposure time" if you like) can vary quite a bit from frame to frame, figuring it into the lighting equation would make each frame vary in luminance, not a desirable effect I imagine. You could get rid of that by dividing the resulting luminance by the exposure time (which would just cancel the exposure time out again), or by applying proper photographic exposure/tone mapping to each frame, figuring in the exposure time again.
Dec
25
comment Directx 11: emulating palette swapping with shader 5.0 and c++
You could also try to use txPalette.Load(int3(Index.r, 0, 0)) (which uses integer coordinates) to avoid any sampling, filtering or mipmapping. (You might also want to change the type of your index texture to int or uint as well)
Dec
24
comment Cant get a Farseer Physics body’s rotation to follow the mouse
The mouse position is relative to the upper left corner of the window, is your arrow's position relative to the center of it? If so, try doing mPosition - Vector2(width/2.0, height/2.0) - arrow.Position (where those would be width and height of the client area).