Latest Direct3D11 Activity
Hi, I've been trying to build a physics engine for my own game for a while. But I face an issue which I'm unable to find a solution. They sink through the floor(Plane Collider). Can anyone give me a hand here? Without a stable simulation, I can't complete the game. Pls. Sphere-Sphere and Sphere-Pla…
Ok I made it.
My own rendering architecture confused me.
I had to make some adjustments to accommodate offscreen rendering.
What you have to do:
- all rendering is made offscreen, exactly the same way you did before (same bindings etc.) with the only difference being that now you use a render target that…
Hi, I recently implemented clouds rendering as described in https://www.guerrilla-games.com/read/nubis-authoring-real-time-volumetric-cloudscapes-with-the-decima-engine . The problem is I get the banding artifacts. What they suggest is temporal upsampling. How do i do that? any help?
thanks @ddlox . @joej This is related to this, https://www.gamedev.net/forums/topic/708412-cloud-rendering-problem/ .Im trying to read a 3d texture from world space position by converting world space pos into uvw. What is the best way to do that?
This is how I did it.
1st Step - Render the scene to a MSAA Texture(DST2D)
2nd Step - Resolve above MSAA Texture into Non-MSAA Texture
RE_D3D11_ImmediateContext->ResolveSubresource(LFUST2D(non msaa), 0, DST2D(msaa), 0, DXGI_FORMAT_R32G32B32A32_FLOAT);
3rd step - Postprocessing on a Non-MSAA RTV (pas…
I just want to know how to create the shadowmap texture(Is it a single one or separate 3 textures)
it is 1 texture with all 3 in it ?
shadowmapTexture is a texture array i.e. it is the same type as one of your RE_D3D11_CSM[i];
sliceCount is the number of textures that shadowmapTexture was initia…
I see. In general you should not profile in debug unless you are having issues actually debugging your project due to abyssmal framerate. Release is magnitudes faster, usually. However that also means in your case that you are being (at least also) CPU-limited, as being GPU-limited would mean the d…
it's ok i fixed the problem. your answer lead me to the solution. thank you
Can you see your texture in the shader debugger?
Nevermind! I figured it out. Turns out I didn't need to mess with the depth buffer, I just needed to create and set a Rasterizer state and set the cull mode to fix the issue.