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  • DirectCompute newbie questions

    Some DirectCompute questions: Where is the "getting started" type documentation Will it run on XP? Thanx, and sorry if this info is already posted somewhere.
    Posted to General (Forum) by garyhibb on 26/10/2009
  • texture use in shader

    Is it possible to keep and use texture data in the shader from one draw to the next, without sending it back and forth between the CPU and GPU?
    Posted to General (Forum) by garyhibb on 27/07/2009
  • Re: particle simulation limitations

    Thanks for the info and insight, that's what I was looking for.
    Posted to General (Forum) by garyhibb on 22/07/2009
  • particle simulation limitations

    What are the performance-limiting factors when simulating particles that all interact with each other?  Suppose a simulation is to be done with a large number of particles that interact through the force of gravity (ignoring collisions).  For commercially available graphics cards (used by game developers), could anyone offer a rough guess as ...
    Posted to General (Forum) by garyhibb on 20/07/2009
  • Re: Custom vertex format problem

    The problem could be in your draw call.  Is the stride correct (36)?
    Posted to General (Forum) by garyhibb on 20/07/2009
  • Creating and playing rudimentary sounds

    Suppose an arbitrary waveform is to be created at runtime (not loaded from a .wav file) and viewed oscilloscope-style so that the user can 1) play it through the speakers and 2) modify it in various ways such as changing the pitch, amplitude, adjusting a sample postion and so forth. Creating, storing and displaying the waveform I can manage, ...
    Posted to Audio/XACT (Forum) by garyhibb on 02/07/2009
  • Re: GPU to CPU communication in XNA

    Hmmm, if a poll on the occlusion query says the data is available, wouldn't that also serve as a flag that GetData could be done on the same rendertarget without causing a stall?
    Posted to General (Forum) by garyhibb on 01/06/2009
  • Re: GPU to CPU communication in XNA

    Thanks. Finally, is occlusion query the best way to do this (in other words, are there some other reasonable ways to communicate GPU data to the CPU?)
    Posted to General (Forum) by garyhibb on 27/05/2009
  • Re: GPU to CPU communication in XNA

    Thanks Shawn, your blog has some very helpful info.  If the CPU does something else for a while (say a couple of frames worth of time) before doing the getdata, would the getdata return immediately (i.e. no stall)?
    Posted to General (Forum) by garyhibb on 26/05/2009
  • GPU to CPU communication in XNA

    What would be a good way to accomplish something such as this using the pixel shader : On a per-frame basis, count up the number of output pixels in a specified rectangle on the screen that fall into some range, for example, with the red component between 0 and 0.5.  Then, report this count back to the CPU once per frame. Any ...
    Posted to General (Forum) by garyhibb on 25/05/2009
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