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  • Animate sprite/texture position with VBO

    - by Dono
    I'm currently worlking on a renderer for my projects and I want animate a sprite on screen. I've got a spritesheet but I don't know what is the the best way to update the texture coordinates for each vertex. Update vertices then update vertex buffer. (Heavy ?) Send to the shader my texture coordinates (It is possible ?) Don't use VBO ? By the way, I've got this structure : Object class with Geometry (Faces + Vertex + Buffer) and Material (Shader + other stuff ) properties, it is a good structure ? Thanks!

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  • Syntax error in Maya Python Script [on hold]

    - by Enchanter
    Ok this error is immensly frustrating as it is obviously a simple syntax issue. Basically I've written two lines of maya script in python designed to create a list of the names of all the joints of a model currently selected in the model viewer. Here are the two lines of script: import maya.cmds joints = ls(selection = true, type = 'joint') Upon compiling the code the script editor is saying there is a syntax error in the second line, but I do not see any reason why this code should not execute?

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  • how to use double buffering in awt? [on hold]

    - by Ishanth
    import java.awt.event.*; import java.awt.*; class circle1 extends Frame implements KeyListener { public int a=300; public int b=70; public int pacx=360; public int pacy=270; public circle1() { setTitle("circle"); addKeyListener(this); repaint(); } public void paint(Graphics g) { g.fillArc (a, b, 60, 60,pacx,pacy); } public void keyPressed(KeyEvent e) { int key=e.getKeyCode(); System.out.println(key); if(key==38) { b=b-5; //move pacman up pacx=135;pacy=270; //packman mouth upside if(b==75&&a>=20||b==75&&a<=945) { b=b+5; } else { repaint(); } } else if(key==40) { b=b+5; //move pacman downside pacx=315; pacy=270; //packman mouth down if(b==645&&a>=20||b==645&&a<=940) { b=b-5; } else{ repaint(); } } else if(key==37) { a=a-5; //move pacman leftside pacx=227; pacy=270; //packman mouth left if(a==15&&b>=75||a==15&&b<=640) { a=a+5; } else { repaint(); } } else if(key==39) { a=a+5; //move pacman rightside pacx=42;pacy=270; //packman mouth right if(a==945&&a>=80||a==945&&b<=640) { a=a-5; } else { repaint(); } } } public void keyReleased(KeyEvent e){} public void keyTyped(KeyEvent e){} public static void main(String args[]) { circle1 c=new circle1(); c.setVisible(true); c.setSize(400,400); } }

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  • Movement on the X an Z axis are combined?

    - by Magicaxis
    This is probably a stupid question, but I'm trying to simply move a 3D object up, down, left, and right (Not forward or backward). The Y axis works fine, but when I increment the object's X position, the object moves BOTH right and backwards! when I decrement X, left and forwards! setPosition(getPosition().X + 2/*times deltatime*/, getPosition().Y, getPosition().Z); I was astonished that XNA doesnt have its own setPosition function, so I made a parent class for all objects with a setPosition and Draw function. Setposition simply edits a variable "mPosition" and passes it to the common draw function: // Copy any parent transforms. Matrix[] transforms = new Matrix[block.Bones.Count]; block.CopyAbsoluteBoneTransformsTo(transforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in block.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(mOrientation.Y)) * Matrix.CreateTranslation(mPosition); effect.View = game1.getView(); effect.Projection = game1.getProjection(); } // Draw the mesh, using the effects set above. mesh.Draw(); } I tried to work it out by attempting to increment and decrement the Z axis, but nothing happens?! So using the X axis changes the objects x and z axis', but changing the Z does nothing. Great. So how do I seperate the X and Z axis movement?

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  • How do you deal with transitions in animating walking?

    - by Aerovistae
    I'm pretty new to this whole animating models thing. Just learning the ropes. I got a nice walking animation going, which I can loop while a character is walking, but what about when they stop walking? I mean, they could be at any point in the animation at the time the player stops walking. How do I get them to smoothly return to a standing still position without having them snap into that position? The same goes for starting walking from a standing still position. Do you need a separate animation? How is this dealt with?

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  • Achieve anisotropic filtering

    - by fedab
    I want to set anisotropic filtering to my scene. I use SharpDX (DirectX 11) and C#. How do i set up anisotropic filtering in my shader? Currently i try that in the shader: Texture2D tex; sampler textureSampler = sampler_state { Texture = (tex); MipFilter = Anisotropic; MagFilter = Anisotropic; MinFilter = Anisotropic; MaxAnisotropy = 16; }; float4 PShader(float4 position : SV_POSITION, float4 color:COLOR, float2 tex0 : TEXCOORD0) : SV_TARGET { float4 textureColor; textureColor = tex.Sample(textureSampler, tex0) * color; return textureColor; } I get my object, textured, but it is not filtered anisotropic. I can write everything in the Parameters, even invalid things and i don't get any errors. The result is the same, objects without applied anisotropic filtering. Do i have to set that in the shader? Can i do that also with SamplerState? I tested that but i didn't get a result too. Some steps what i have to set would be helpful.

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  • How do I make camera move at same speed when rotating and moving forward

    - by dez
    I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I hold down Up and move the mouse at the same time then the camera moves a lot faster than it should. I want it to move at the same speed as it does when only the Up arrow is pressed. I think I need to normalize something somewhere but not sure what and not sure where. Have tried various combinations without success so if anyone can point me in the right direction that would be great. Thanks. I've post code below. #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { if( KEY_DOWN(VK_UP)) MovePlayer(D3DXVECTOR3(0, 0, -1.0f)); if( KEY_DOWN(VK_DOWN)) MovePlayer(D3DXVECTOR3(0, 0, 1.0f)); switch( msg ) { case WM_MOUSEMOVE: ProcessMouseInput(); } } void MovePlayer( D3DXVECTOR3 in_vec ) { D3DXMATRIX CameraRot; D3DXMatrixRotationY(&CameraRot,D3DXToRadian(AngleY)); D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&in_vec,&CameraRot); CameraPos += (m_timeElapsed * CameraRotTarget); } void ProcessMouseInput() { GetCursorPos( &CurrentMouseState ); if ((CurrentMouseState.x != GameMouseState.x) || (CurrentMouseState.y != GameMouseState.y)) { int dx = CurrentMouseState.x - GameMouseState.x; int dy = CurrentMouseState.y - GameMouseState.y; AngleY+=m_timeElapsed*dx*7.0f; } GameMouseState = CurrentMouseState; // Set back to window center in Render function } VOID UpdateCamera() { D3DXVECTOR3 CameraOrigTarget(0, 0, -1); D3DXVECTOR3 CameraOrigUp(0, 1, 0); D3DXMATRIX CameraRot; D3DXMATRIX CameraRotX; D3DXMatrixRotationX(&CameraRotX,D3DXToRadian(AngleX)); D3DXMATRIX CameraRotY; D3DXMatrixRotationY(&CameraRotY,D3DXToRadian(AngleY)); CameraRot = CameraRotX * CameraRotY; D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&CameraOrigTarget,&CameraRot); D3DXVECTOR3 CameraTarget; CameraTarget = CameraPos + CameraRotTarget; D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &CameraPos, &CameraTarget, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); }

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  • who can tell me the rules of extra 100% bonus for swtor credits in swtor2credits?

    - by user46860
    During Father's Day, you can buy swtor credits with 50% OFF! swtor2credits.com offer swtor players with extra 100% bonus for swtor credits, when you spend the same money as before, you can get double swtor credits! Rules for extra 100% bonus for swtor credits. 1. From June 16 to June 18, 2014, 02:00-03:00 a.m. GMT, is the ONLY valid time for getting double swtor credits at swtor2credits. 2. The total sum of your order is valued $10 at most. Beyond this money, please apply discount code you know to save extra money. 3. Everyone has only one chance to get double swtor credits at swtor2credits during our promotion. 4. As long as your order has used extra discount code or voucher, you lose the chance to get exclusive 100% bonus. Please read these activities rules carefully, and don't miss the time! Like Swtor2credits Facebook to Gain Free Cash Coupon, Up to $16 Giveaways for Swtor Credits! 1. Share our facebook posts in your timeline. 2. Leave your preciously constructive suggestion on our facebook page. 3. Share your amazing swtor gaming screenshots on our page. Time: May 29, 2014 to June 12.2014.GMT. https://www.facebook.com/pages/swtor2creditscom/493389160685307 Cheap swtor credits in swtor2credits.com.

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  • How to display consistent background image

    - by Tofu_Craving_Redish_BlueDragon
    Drawing a large background is relatively slow in PyGame. In order to avoid drawing BG every frame, you could draw it once, then do nothing. However, if something is overdrawn onto the surface and keeps moving, you will need to redraw the background in order to "erase" the color pixels left by moving object; otherwise, you will have "traces" of the moving object. I have a moving object in my PyGame. However, I do not want to "clear the color buffer" by redrawing the background image. Redrawing the background image every frame is slow. My solution : I will "clear" only required portions (where the "traces" of moving object are left) of the "buffer" by redrawing portions of background. Is there any other better way to have a consistent background?

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  • XNA Octree with batching

    - by Alex
    I'm integrating batching in my engine. However I'm using an octree which is auto generated around my scene. Now batching renders a hole group at ones while an octree sorts out which objects that should be rendered within the camera frustum, therefore dividing the group. Batching and octree doesn't go along very well, right? Problem: The way I see it I have two options, either create batch groups based on objects who are close to one another within the octree or I can rebuild the batching matrixbuffer for the instances visible each frame. Which approach should I go with or does there exist another solution?

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  • glutPostRedisplay() does not update display

    - by A D
    I am currently drawing a rectangle to the screen and would like to move it by using the arrow keys. However, when I press an arrow key the vertex data changes but the display does refresh to reflect these changes, even though I am calling glutPostRedisplay(). Is there something else that I must do? My code: #include <GL/glew.h> #include <GL/freeglut.h> #include <GL/freeglut_ext.h> #include <iostream> #include "Shaders.h" using namespace std; const int NUM_VERTICES = 6; const GLfloat POS_Y = -0.1; const GLfloat NEG_Y = -0.01; struct Vertex { GLfloat x; GLfloat y; Vertex() : x(0), y(0) {} Vertex(GLfloat givenX, GLfloat givenY) : x(givenX), y(givenY) {} }; Vertex left_paddle[NUM_VERTICES]; void init() { glClearColor(1.0f, 1.0f, 1.0f, 0.0f); left_paddle[0] = Vertex(-0.95f, 0.95f); left_paddle[1] = Vertex(-0.95f, 0.0f); left_paddle[2] = Vertex(-0.85f, 0.95f); left_paddle[3] = Vertex(-0.85f, 0.95f); left_paddle[4] = Vertex(-0.95f, 0.0f); left_paddle[5] = Vertex(-0.85f, 0.0f); GLuint vao; glGenVertexArrays( 1, &vao ); glBindVertexArray( vao ); GLuint buffer; glGenBuffers(1, &buffer); glBindBuffer(GL_ARRAY_BUFFER, buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(left_paddle), NULL, GL_STATIC_DRAW); GLuint program = init_shaders( "vshader.glsl", "fshader.glsl" ); glUseProgram( program ); GLuint loc = glGetAttribLocation( program, "vPosition" ); glEnableVertexAttribArray( loc ); glVertexAttribPointer( loc, 2, GL_FLOAT, GL_FALSE, 0, 0); glBindVertexArray(vao); } void movePaddle(Vertex* array, GLfloat change) { for(int i = 0; i < NUM_VERTICES; i++) { array[i].y = array[i].y + change; } glutPostRedisplay(); } void special( int key, int x, int y ) { switch ( key ) { case GLUT_KEY_DOWN: movePaddle(left_paddle, NEG_Y); break; } } void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, 6); glutSwapBuffers(); } int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); glutInitWindowSize(500,500); glutCreateWindow("Rectangle"); glewInit(); init(); glutDisplayFunc(display); glutSpecialFunc(special); glutMainLoop(); return 0; }

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  • Determining if something is on the right or left side of an object?

    - by meds
    I have a character in a 3D world which is facing an arbitrary direction on a flat plane, the player can click on the left or right side of the character and based on which side is clicked on a different action happens. How can I determine which side the click occured on? Obviously for straight on ahead (0,0,1) I can simply use the x coordinate of the click point to determine if it's the left or right hand side, but what about other cases?

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  • How to attach an object to a rotating circle in box2d cocos2d?

    - by armands
    I am trying to make an object get attached on a collision point to a circle that is rotating, but the player needs to get attached with a constant point on the player. For example the player is moving back and forth and when the user touches the screen and the player jumps up but what I need is that when the player collides with the circle it attaches it's legs to it and continues rotating with the circle. So I wanted to know how to make this kind of collision joint in cocos2d box2d?

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  • Storing large array of tiles, but allowing easy access to data

    - by Cyral
    I've been thinking about this for a while. I have a 2D tile bases platformer in XNA with a large array of tile data, I've been running into memory problems with large maps. (I will add chunks soon!) Currently, Each tile contains an Item along with other properties like how its rotated, if it has forground / background, etc. An Item is static and has properties like the name, tooltip, type of item, how much light it emits, the collision it does to player, etc. Examples: public class Item { public static List<Item> Items; public Collision blockCollisionType; public string nameOfItem; public bool someOtherVariable,etc,etc public static Item Air public static Item Stone; public static Item Dirt; static Item() { Items = new List<Item>() { (Stone = new Item() { nameOfItem = "Stone", blockCollisionType = Collision.Solid, }), (Air = new Item() { nameOfItem = "Air", blockCollisionType = Collision.Passable, }), }; } } Would be an Item, The array of Tiles would contain a Tile for each point, public class Tile { public Item item; //What type it is public bool onBackground; public int someOtherVariables,etc,etc } Now, Most would probably use an enum, or a form of ID to identify blocks. Well my system is really nice just to find out about an item. I can simply do tiles[x,y].item.Name To get the name for example. I realized my Item property of the tile is over 1000 Bytes! Wow! What I'm looking for is a way to use an ID (Int or byte depending on how many items) instead of an Item but still have a method for retreiving data about the type of item a tile contains.

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  • Techniques to prevent non-official clients in network gaming?

    - by UpTheCreek
    In multi-player network games, what techniques exist to try to ensure that users are connecting with the official client application, and not some hacked client app? I realise there is probably no sure-fire way to do this, but rather I'm interested in techniques that can be employed to mitigate the problem. I'm especially interested in any techniques that can be used for web based games, but I imagine most can be applied generally. Thank you!

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  • HTML5 Canvas Tileset Animation

    - by Veyha
    How to do in HTML5 canvas Image animating? I am have this code now: http://jsfiddle.net/WnjB6/1/ In here I am can add animations something like - Animation.add('stand', [0, 1, 2, 3, 4, 5]); But how to play this animation? My image drawing function is - drawTile(canvasX, canvasY, tile, tileWidth, tileHeight); Animation['stand']; return 0, 1, 2, 3, 4, 5 I am need something like when I am run Animation.play('stand') run animation from 'stand' array. I am try to do this something like one day, but no have more idea how. :( Thanks and sorry for my bad English language.

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  • Why does OpenGL seem to ignore my glBindTexture call?

    - by Killrazor
    I'm having problems making a simple sprite rendering. I load 2 different textures. Then, I bind these textures and draw 2 squares, one with each texture. But only the texture of the first rendered object is drawn in both squares. Its like if I'd only use a texture or as if glBindTexture don't work properly. I know that GL is a state machine, but I think that you only need to change active texture with glBindTexture. I load texture with this method: bool CTexture::generate( utils::CImageBuff* img ) { assert(img); m_image = img; CHECKGL(glGenTextures(1,&m_textureID)); CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)); //CHECKGL(glTexImage2D(GL_TEXTURE_2D,0,img->getBpp(),img->getWitdh(),img->getHeight(),0,img->getFormat(),GL_UNSIGNED_BYTE,img->getImgData())); CHECKGL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img->getWitdh(), img->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getImgData())); return true; } And I bind textures with this function: void CTexture::bind() { CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); } Also, I draw sprites with this method void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_QUADS)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } Edit: I bring also the check error code: int CheckGLError(const char *GLcall, const char *file, int line) { GLenum errCode; //avoids infinite loop int errorCount = 0; while ( (errCode=glGetError()) != GL_NO_ERROR && ++errorCount < 3000) { utils::globalLogPtr log = utils::CGLogFactory::getLogInstance(); const GLubyte *errString; errString = gluErrorString(errCode); std::stringstream ss; ss << "In "<< __FILE__<<"("<< __LINE__<<") "<<"GL error with code: " << errCode<<" at file " << file << ", line " << line << " with message: " << errString << "\n"; log->addMessage(ss.str(),ZEL_APPENDER_GL,utils::LOGLEVEL_ERROR); } return 0; }

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  • What does "kTriangles/s" mean in hardware graphics benchmark reports?

    - by swquinn
    I've looked around and found several sites offering benchmarking statistics for mobile platforms and I've been seeing the unit of measure as "kTriangles/s". Originally I misread this, missing the 'k'; does this translate to "thousand(s) of triangles/s", e.g.: 8902 kTriangles/s = 8,902,000 triangles/s (I'm pretty sure that my interpretation is correct, but I hope someone can confirm this for me) Thanks!

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  • What is an achievable way of setting content budgets (e.g. polygon count) for level content in a 3D title?

    - by MrCranky
    In answering this question for swquinn, the answer raised a more pertinent question that I'd like to hear answers to. I'll post our own strategy (promise I won't accept it as the answer), but I'd like to hear others. Specifically: how do you go about setting a sensible budget for your content team. Usually one of the very first questions asked in a development is: what's our polygon budget? Of course, these days it's rare that vertex/poly count alone is the limiting factor, instead shader complexity, fill-rate, lighting complexity, all come into play. What the content team want are some hard numbers / limits to work to such that they have a reasonable expectation that their content, once it actually gets into the engine, will not be too heavy. Given that 'it depends' isn't a particularly useful answer, I'd like to hear a strategy that allows me to give them workable limits without being a) misleading, or b) wrong.

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  • OpenGL : sluggish performance in extracting texture from GPU

    - by Cyan
    I'm currently working on an algorithm which creates a texture within a render buffer. The operations are pretty complex, but for the GPU this is a simple task, done very quickly. The problem is that, after creating the texture, i would like to save it. This requires to extract it from GPU memory. For this operation, i'm using glGetTexImage(). It works, but the performance is sluggish. No, i mean even slower than that. For example, an 8MB texture (uncompressed) requires 3 seconds (yes, seconds) to be extracted. That's mind puzzling. I'm almost wondering if my graphic card is connected by a serial link... Well, anyway, i've looked around, and found some people complaining about the same, but no working solution so far. The most promising advise was to "extract data in the native format of the GPU". Which i've tried and tried, but failed so far. Edit : by moving the call to glGetTexImage() in a different place, the speed has been a bit improved for the most dramatic samples : looking again at the 8MB texture, it knows requires 500ms, instead of 3sec. It's better, but still much too slow. Smaller texture sizes were not affected by the change (typical timing remained into the 60-80ms range). Using glFinish() didn't help either. Note that, if i call glFinish() (without glGetTexImage), i'm getting a fixed 16ms result, whatever the texture size or complexity. It really looks like the timing for a frame at 60fps. The timing is measured for the full rendering + saving sequence. The call to glGetTexImage() alone does not really matter. That being said, it is this call which changes the performance. And yes, of course, as stated at the beginning, the texture is "created into the GPU", hence the need to save it.

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  • How to stop reducing life? [closed]

    - by SystemNetworks
    CODE Input input = gc.getInput(); int xpos = Mouse.getX(); int ypos = Mouse.getY(); emu = "Enemy Life : " + enemyLife; Life = "Your Life Is" + life; Mousepos = "X:" + xpos + "Y:" + ypos; //test test1 = "Test INT" + test1int; if(!repeatStop) { //if this button is press, the damage will add up. When //pressed fight, it would start reducing the enemy health. if(input.isKeyPressed(Input.KEY_1)) { test1int += 1; } } if((xpos>1007 &xpos<1297)&&(ypos>881 && ypos<971)) { //Fight button if(Mouse.isButtonDown(0)){ finishTurn=true; } } //fight has started if(finishTurn==true) { //this would reduce the enemy life if(floodControl1==false) { enemyLife-=test1int; } //PROBLEM: Does not stop reducing! //the below code was not successful. It did not stop it // from reducing further. if(test1int>10) { floodControl1=true; } } QUESTION: Ok now, this is what is does. When I press the key, 1, it adds up the damage to the enemy. When I press fight, It will then start to reduce the enemy's health. Now my problem is, it kept on reducing and deducting it until negative! How do I deduct it to my desired damage (My desired damage is the one when press key 1)?

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  • Where can I get a list or data base of light reflectance values for different materials?

    - by mikidelux
    I'm implementing lighting for a WebGL app but I'm not an artist so I don't know how to generate or where to obtain a list of materials with its values (diffuse, specular, ambient and shininess). I've been searching a lot but with no luck. Is there any list or DB I might have overlooked? Any common repository or something similar? Thanks in advance. Note: English is not my main language, let me know if you don't understand something and I'll try to rephrase it.

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  • Write depth buffer to texture

    - by innochenti
    I need to read depth buffer from GPU and write it to texture. How this can be done? Here is how texture for depth buffer is created: depthBufferDesc.Width = screenWidth; depthBufferDesc.Height = screenHeight; depthBufferDesc.MipLevels = 1; depthBufferDesc.ArraySize = 1; depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthBufferDesc.SampleDesc.Count = 1; depthBufferDesc.SampleDesc.Quality = 0; depthBufferDesc.Usage = D3D10_USAGE_DEFAULT; depthBufferDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL; depthBufferDesc.CPUAccessFlags = 0; depthBufferDesc.MiscFlags = 0; m_device->CreateTexture2D(&depthBufferDesc, NULL, m_depthStencilBuffer); Also, I've got another question: is it possible to bind depth buffer texture as sampler to the pixel shader?

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  • how does HDR work?

    - by dotminic
    I'm trying to understand what HDR is and how it works. I understand the basic concepts and have an slight idea of how it is implemented with D3D/hlsl. However it's still pretty foggy. Say I'm rendering a sphere with a texture of the earth and a small point list of vertices to act as stars, how would I render this in HDR ? Here are a few things I'm confused about: I'm guessing, I can't use just any basic image format for the texture as the values would be limited to [0, 255] and clamped to [0, 1] in a shader. Same goes for the back buffer, I take it the format needs to be a float point format ? What are the other steps involved ? Surely there has to be more than just using floating point formats to render to a render target and then apply some bloom as a post process ? (considering the output will be 8bpp anyway) Basically, what are the steps for HDR ? How does it work ? I can't seem to find any good papers / articles that describe the process, other than this one, but it seems to skim over the basics a little, so it's confusing.

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  • How do I implement deceleration for the player character?

    - by tesselode
    Using delta time with addition and subtraction is easy. player.speed += 100 * dt However, multiplication and division complicate things a bit. For example, let's say I want the player to double his speed every second. player.speed = player.speed * 2 * dt I can't do this because it'll slow down the player (unless delta time is really high). Division is the same way, except it'll speed things way up. How can I handle multiplication and division with delta time? Edit: it looks like my question has confused everyone. I really just wanted to be able to implement deceleration without this horrible mass of code: else if speed > 0 then speed = speed - 20 * dt if speed < 0 then speed = 0 end end if speed < 0 then speed = speed + 20 * dt if speed > 0 then speed = 0 end end end Because that's way bigger than it needs to be. So far a better solution seems to be: speed = speed - speed * whatever_number * dt

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