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Latest d3d11 Activity
Wanted to follow up with some updates that others may find of interest.
On the subject of “de-saturating” my pixel shader color/lighting calculations/accumulations, I did encounter one nasty little bug that presented itself in non-obvious ways, and this dealt specifically with alpha. The short of it…
Don't mean to necro this thread, but wanted to update with another subtle gotcha that may be of interest to those doing a similar upgrade. I've been working on migrating to HDR rendering, and have thusly implemented such (float render target, color grading, tonemapping, etc.). This all …
When it comes to switching fullscreen/windowd, changing buffercount/ backbuffer format and changing dimensions, you can get away with a swapchain→ResizeBuffers call.
I have solved this.
Apparently everything was ok with my Info Queue. The problem was another member being improperly destructed in my engine and was messing things up. It was a hurdle finding it, but it was a good exercise.
@vtorri You are creating one vertex/index buffer for each rectangle. You should create one vertex buffer large enough for all rectangles you want to draw, generate the vertices for each rectangle and copy to the vertex buffer, then you can draw all the rectangles with a single draw call. The index …
I fixed it. When I write the global bind pose matrix to the file, I got mixed up the column and row of the fbx matrix. That was the problem. Here's the video of my program which facilitates my game https://www.youtube.com/watch?v=I9bjj29qaIA
Hi all,
after good 12 years with D3D11, I still get surprised.
1. ctx.End(query1) // type D3D11_QUERY_TIMESTAMP
2. ctx.CopyResource(gpuVisible -> cpuVisible)
3. ctx.End(query2) // type D3D11_QUERY_TIMESTAMP
...laterrrr...
5. if (S_OK == ctx.GetData(query2, ..., D3D11_ASYNC_GETDATA_DONOTFLUSH))
6. ctx.M…
This new release of Diligent Engine introduces an API for packaging render state objects (shaders, pipeline states, resource singatures, render passes) into archives. An object archive contains data optimized for run-time loading performance (shaders are compiled into optimized byte code and patche…
My Direct3D 11 game has a number of large vertex buffers (10K+ vertices) that get updated every frame, but on any individual frame only a subset of the vertices in the buffers are actually changed (perhaps ⅓ of them on average, but it varies greatly). The particular vertices that will be updated is…
im implementing cascaded shadow map and using Texture2DArray as DSV to render the scene multiple times with different cbuffer sets, but turns out the cbuffer updating always refer to the latest updating command and the whole four Texture2DArray slices are rendered as the same, i've try the cod…
This new release of Diligent Engine introduces the following new features:
- Variable rate shading gives applications control over the frequency at which pixel shading is performed, allowing applications to trade quality for performance and power savings.
- Sparse (aka partially resident or tiled) resour…
I am writing a D3D11 program which needs to display a large resolution scene across several screens. I used DXGI_SWAP_EFFECT_DISCARD to create swapchain. It works for most of the time. But sometimes one or more screens may display images with one more frame latency than others thus made the image t…
In the debug build of my game, with the D3D debug layer fully enabled, the game exits cleanly (no reports of hanging D3D object references on application termination).
I also use ID3D11Debug::ReportLiveDeviceObjects() to output any externally referenced objects so as to facilitate tracking do…
Maybe you didn't understand “cloud rendering” right, and reading the topic would have prevented you to miss the point like that x)
@swiftcoder Straightforward and answered all my questions, thanks.
well done and thank you for sharing your solution ?
Render passes, a crucial API abstraction that gives application more control over how rendering commands map to tiled-deferred rendering architectures on mobile platforms, is now a core feature of Diligent Engine API! Check out a new tutorial that demonstrates how to implement a simple deferred ren…
I'm trying to migrate my C# DX9 Media Player to D3D11 and I'm looking at HDR. I've seen madVR (a D3D11 renderer) manually trigger HDR on my monitor (yep, the HDR icon appeared on my monitor when madVR started) without going through Windows. Same as when you watch an HDR video from Netflix (the HDR …