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  • Re: PIX reading inconsistency / D3D bug(?)

    Still needs feedback on this......
    Posted to Direct3D 10 (Forum) by Dunge on 5/26/2009
  • PIX reading inconsistency / D3D bug(?)

    Everything got tested with different video driver versions and also on the REF device, always behave the same way. DX10/C++/HLSL. I capture a frame in PIX, then go to the last draw call, then I select a particular pixel in the Render tab of PIX, right click then select "debug this pixel". It's history simply contain Initial ...
    Posted to Direct3D 10 (Forum) by Dunge on 5/24/2009
  • Intel GMA and D3DX10CreateEffectFromFile / Shader compilation in VS / DirectX End-User Runtimes

    Multiple questions: 1. Including #<dxerr.h> to use DXGetErrorString() double the file executable size (about 600kb more), is this normal? 2. Why does, even though someone run the DirectX End-User runtime Web Installer, they are still missing some version of specific files ( in this case D3DX9_40.dll )? Is the DirectX Redist (March ...
    Posted to Direct3D 10 (Forum) by Dunge on 4/1/2009
  • Re: Rendering into a texture array index with a single render target

    Second time I post here, and second time I don't get any reply even after a while. Microsoft don't really want us to use DX10 huh? Anyway, I think SV_RenderTargetArrayIndex could help me with this. I can render the scene from multiple view/proj matrix in one pass and with an array of rendertarget use SV_RenderTargetArrayIndex to set the ...
    Posted to Direct3D 10 (Forum) by Dunge on 10/7/2008
  • Rendering into a texture array index with a single render target

    Hello everyone! Basically I was trying to add support for multiple lights with shadow mapping. As I understand, I can make one pass per light or try to wrap this up in a single pass. I decided to try the single pass approach, and for this I need a Texture2DArray of all my shadow maps. I would like to use only one render target an depthstencil ...
    Posted to Direct3D 10 (Forum) by Dunge on 10/4/2008
  • Re: Multisampling DirectX10 C++

    I though I was clear enough, but guess not. I don't want to improve the quality of the textures, I was just asking why you can multisample them when there are already anisotropic filter for this, but I don't care I don't want to. As I already said 3 times, what I want it simply a multisample of the whole screen to have normal CSAA ...
    Posted to Direct3D 10 (Forum) by Dunge on 8/23/2008
  • Re: Multisampling DirectX10 C++

    I added debugging information and managed to see some debug info I was unaware of. D3D10: ERROR: ID3D10Device::CreateTexture2D: If the device interface is D3D10.0 or the driver/hardware are D3D10.0 (regardless of API version), a Texture2D with sample count > 1 cannot have both D3D10_BIND_DEPTH_STENCIL and D3D10_BIND_SHADER_RESOURCE. This call ...
    Posted to Direct3D 10 (Forum) by Dunge on 8/23/2008
  • Re: Multisampling DirectX10 C++

    From DX SDK in the 10.1 features: [quote] Multisample Anti-Aliasing - Multisampling has been enhanced to generalize coverage based transparency and make multisampling work more effectively with multi-pass rendering. To achieve this, all multisample semantics are defined as if the pixel shader always runs once per sample (sample-frequency), ...
    Posted to Direct3D 10 (Forum) by Dunge on 8/22/2008
  • Re: Multisampling DirectX10 C++

    Ok.... not quite the answer I was expecting....
    Posted to Direct3D 10 (Forum) by Dunge on 8/22/2008
  • Multisampling DirectX10 C++

    I want to add multisampling to my C++ DirectX10 application (without DXUT). I increased to a valid value SampleDesc.Count and SampleDesc.Quality for the swapchain first. DirectX stopped at OMSetRenderTargets so i added the same thing in my depth texture description, and added D3D10_DSV_DIMENSION_TEXTURE2DMS in my render target view and ...
    Posted to Direct3D 10 (Forum) by Dunge on 8/22/2008
Page 1 of 1 (10 items)