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Jun
11
awarded  Popular Question
Jun
7
revised What is the simplest way to render video into memory (for drawing to a texture) in .NET?
added 137 characters in body
Jun
5
comment What calls trigger a new batch?
There is some excellent information here, thank you very much.
Jun
5
accepted What calls trigger a new batch?
Jun
5
comment What calls trigger a new batch?
Thank you, this is very helpful!
Jun
4
comment What calls trigger a new batch?
@Nock - I had in my mind a constant buffer since that is most likely to require change in content between objects.
Jun
4
asked What calls trigger a new batch?
May
23
comment Could someone explain why my world reconstructed from depth position is incorrect?
@yuumei; I believe so as they are written by the pipeline which includes the perspective divide. My implementation was in OpenCL but there should be no need to use an interim buffer, you just need to pass in the camera properties which were used to generate the picture plane your depth values are in.
May
22
answered Could someone explain why my world reconstructed from depth position is incorrect?
May
6
answered What is the simplest way to render video into memory (for drawing to a texture) in .NET?
May
6
revised What is the simplest way to render video into memory (for drawing to a texture) in .NET?
deleted 2 characters in body
Apr
29
asked What is the simplest way to render video into memory (for drawing to a texture) in .NET?
Apr
22
comment What is a simple deformer in which vertices deform linearly with control points?
This has the best results of anything I have tried so far, but this is without a proper 'physics mesh' (its just the main mesh with me culling everything with the wrong normal). Experimentation will tell how much milage this will have when I figure out how to generate the physical mesh... (At least this application of it should be an interesting write-up if I ever get it to work! ;))
Apr
22
comment What is a simple deformer in which vertices deform linearly with control points?
@teodron, Thanks for that link! (to anyone else, remove the ] at the end of the url to read it) Those results are a lot more impressive than previous papers' use of vector fields. I am understanding more and more just what the scope of this subject is as I research it for my problem. At the moment I calculate the inverse of the proportion of each distance, to the sum of the distances of the control points to the vertex, then normalise the results to get the weights.
Apr
21
asked What is a simple deformer in which vertices deform linearly with control points?
Apr
21
comment What is the most effective way to create a set of collision points for an aribitrary mesh?
@Byte56, Hi, I have tried to find another version but that FTP site seems to be the only place. Google has a document viewer, maybe it will be easier to read it via that?: docs.google.com/viewer?a=v&q=cache:lK7DaJV_ogEJ:ftp://…
Apr
19
asked What is the most effective way to create a set of collision points for an aribitrary mesh?
Apr
11
asked What would be a good filter to create 'magnetic deformers' from a depth map?
Apr
3
accepted What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a staging resource?
Apr
3
comment What are the valid DepthBuffer Texture formats in DirectX 11? And which are also valid for a staging resource?
Thank you, that is just what I needed. I have created an R24G8_Typeless buffer with a D24_UNorm_S8_UInt DepthStencilView and a R24_UNorm_X8_Typeless staging resource. I was not aware of DirectCompute but it looks like something I definitely want to know, thanks!