Thanks!
My guess is that they will be very similar. This sort of rendering is pretty stable as far as algorithms are concerned - I'm sure new ones pop up now and again, but for the most part artists know how to use certain tools and they're happy with them. Provided those can be efficiently...
Hi all - been quite busy lately and mostly lurk, but thought I'd throw in a couple of links for you all. Bit of a shameless plug for my work unfortunately, but figured it might be of interest nonetheless.
I've been doing a lot of work since the MVP Summit in March on D3D11 Tessellation, all of...
My initial assumption would be that you're tying your logic to the rendering. Be that some actual usage detail of the API or OS or some unintentional blocking operation with inter-thread communication. Your sudden drop in performance and the numbers you're reporting seem very VSYNC-related...
The .X format is pretty straight-forward and the D3DX functions allow you to manipulate the data and then save it back to disk (or just keep it as memory-resident for rendering).
There are some plugins and conversion tools out there for 3D modelling formats, but generally speaking .X doesn't...
Not at all inexcusable, in fact it's more inexcusable that you (and most others) assume that VB.NET must always be slower than C++ (or whichever two language you want to pick) :smile:
Maybe if you were to write the most perfect and optimal VB.NET code and the most perfect and optimal C++ code...
Thats a very good point, but part of the reason why hooking into this via GDI is so slow is that it forces the GPU to resolve the image in a way that GDI can access it. Likewise for GetFrontBufferData() - documentation states its purposefully slow, presumably due to a forced...
That would be an accurate enough summary.
You can access pixel data directly using Lock() calls on surfaces, but that won't really work from an external application unless you hook the d3d9.dll file - possible, but non-trivial and quite a bit of work on your part.
Have you considered...
Undocumented functionality, or functionality counter to what the documentation states.
It's not uncommon for IHV's to hook into specific values passed from an application via Direct3D to the driver. The FOURCC texture formats are a good example, albeit mostly used as legitimate extensions...
So I see 6 MRT's already, position, normal... 8 MRT's... convenient, or am I just jumping the gun for not having time to dig into the code you've most kindly donated to the community?
Jack
I'll admit that I've not seen the demo as I don't have time right this second but I'm impressed already. Depth peeling with texture arrays and deferred shading - nice combo :cool:
Excuse the ignorance maybe, but mind if I ask how this fits with the regular deferred shading approach? Or is...
The last press release I saw said that XP-SP3 is the last bundle of updates for the OS (although I assume any major security flaws would still get patched). That combined with most new copies of any OS (be it OSX/Vista/XP) come with new hardware should probably mean that the real adoption...
You might be surprised how many core government functions are still using NT4 then! A 10 year upgrade cycle wouldn't be too uncommon - we're looking at a Win2K3/Win2K8 upgrade now, which is a good 5+ year gap from their current platform...
MS provides a lot of support and service for Windows...
Haha. Well obviously any Open Source Linux or Mac software written in 2005 is guaranteed to work with the respective OS's from 7 years earlier. Microsoft is so lame they deal in backwards compatability but Linus and Steve were working on forwards compatability. After all, you can just grab the...
It's simple - something, anything shiny. If you can add in some bloom as well then you're really onto something. Everything new and cutting edge starts life as something shiny.
Jack
I thought slashdot was the internet's flypaper to keep this sort of thing away from the civilised and informed internet? :roll:
Chicken meet egg. When the other OS's are commercially viable targets then we'll develop for them - they're not even close to critical mass as far as I can tell.
The...