Nick said:Thanks for noting this! I'm doing the following in my DirectDraw windowed mode initialization:
...
Ahh.
I passed a child window...
I wonder what would have happen if it ran...
Edit: Removed the question. I've missed a few post...
Nick said:Thanks for noting this! I'm doing the following in my DirectDraw windowed mode initialization:
...
In the sample application's FrameMove function, the position and rotation of the plane gets updated. The camera system builds a view matrix using quaternions and matrix inversions and such. But even when there's no movement, it updates these parameters. Because of floating-point precision issues, the actual view matrix jitters.Scali said:Regarding the 'bad pixels'... I noticed something really strange just now...
If you look at the shadow, you'll see pixels flashing on and off, even when you are not moving anything at all.
I suppose every frame should be rendered exactly the same if nothing moves, so it seems like there is something that isn't reset every frame, but is left at a random value? Perhaps FPU rounding control or something nasty like that.
Nick said:In the sample application's FrameMove function, the position and rotation of the plane gets updated. The camera system builds a view matrix using quaternions and matrix inversions and such. But even when there's no movement, it updates these parameters. Because of floating-point precision issues, the actual view matrix jitters.
If I remove the camera update the flashing pixels dissapear...Scali said:Hum, I suppose I should look at the source to see what is really going on then... Floating-point precision issues should be deterministic... I mean, given the same input, the same set of calculations should always give the exact same answer, whether this answer is stable or not.
Bummer. This pretty much means that it will only be available to developers with enough money to spend on such a frill. I guess from an end user POV it will only be available on these specific games.Nick said:The same market as Pixomatic
But again, only available to people who pay a lot. Enthusiasts won't be able to play with it.If shader model 4.0 specifications are out soon I might also support it at 'workable' performance before hardware...
Unfortunately, no. First priority is the SoftWire optimizations. Copy propagation, load and spill elimination. You can read more about it here: Copy propagation without allocating registers. Will take some extra days to get it implemented correctly.Scali said:Will you release a new version of this demo, with the new rasterizer, soon?