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  • Re: Embed the shader code in the program?

    John meant what you can compile you shaders with FXC tool (look in Utilities folder in SDK installation) with /Fh flag. This will produce include file with compild shder encoded in binary array. Yyou can directly include this file in your project and just call CreatePixelShader(shader_name) to create shader.
    Posted to Direct3D 10 (Forum) by Clootie RU on 7/1/2008
  • Re: CreateShaderResourceView bug?

    Yea, I've got similar answer - G80 has hardware issue with this. But this only apply to original G80, not later chips (so only original 8800GTX, 8800GTS-320, 8800GTS-640 and 8800Ultra need workaround).
    Posted to Direct3D 10 (Forum) by Clootie RU on 6/30/2008
  • Re: CreateShaderResourceView bug?

    OK, I've run it on desktop system with 8800 and got an error at CreateShaderResourceView() call, so definitely looks like a driver bug. I'm going to send repro case to open a driver bug.
    Posted to Direct3D 10 (Forum) by Clootie RU on 6/30/2008
  • Re: CreateShaderResourceView bug?

    I've just tried running your code on 8400 in mine notebook (with pretty old drivers - 156.69, yea - it's notebook!) and everything run without errors. Are you trying to create exactly the same sized texture as in your code snippet (i.e. is you texture size under 128Mb limit guarantied by D3D10)? Are you checking rturn code from ...
    Posted to Direct3D 10 (Forum) by Clootie RU on 6/30/2008
  • Re: Getting Shader input semantic formats?

    If you are using FX files, when there is an option of requestingID3DXBaseEffect::GetParameterDesc(). But it could work only on parametes for which you can get handle.
    Posted to Direct3D (Forum) by Clootie RU on 6/23/2008
  • Re: How to use SV_Target[n] semantics?

    The problem is what to use MRT (inistead on render target array and deciding where to render in GS) you have to use the same pattern as in DX9, i.e. set multiple rendertarget views in call to ID3D10Device::OMSetRenderTargets(). You can use your existing Texture2DArray, you just need to query for each separate slice of array and set these ...
    Posted to Direct3D 10 (Forum) by Clootie RU on 6/15/2008
  • Re: Help with Indexed Multiple Render Targets

    You can't read SV_RenderTargetArrayIndex attribute in pixel shader - it's special system attribute for HW rasterizer. If you want to know on which of rendertargets you are rendering to right now - just define additional custom attribute.
    Posted to Direct3D 10 (Forum) by Clootie RU on 6/3/2008
  • Re: How to set sampler in vertex shader??????urgent

    What do you mean ''but of no use....''? Is SetTexture() call fails? Have you tried to run your code on REF device? Are you sure that your HW supports vertex texturing (for example ATI X1xxx cards were advertised as ShaderModel 3.0 capable, but did not support vertextexturing)?
    Posted to Direct3D (Forum) by Clootie RU on 5/16/2008
  • Re: d3dpp.Windowed Can't change to false

    You should set pp.BackBufferCount to at least 1 (for double buffering).
    Posted to Direct3D (Forum) by Clootie RU on 5/16/2008
  • Re: Difference between tbuffer and Buffer

    TBuffer and CBuffer have different performance characteristics on HW. While CBuffer should be used for data that is coherently accessed in shaders (like all instances of shader fetching projection matrix from buffer) - TBuffers are more suited for randomly accessed data (for example, various lookup tables).
    Posted to Direct3D 10 (Forum) by Clootie RU on 5/16/2008
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