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  • Re: Offloading the CPU

    Then each time before a cube is drawn I make a call to pRenderDevice->IASetVertexBuffers(0, 1, &pVertexBuffer, &stride, &offset); I assume this passes the cube vertex buffer to the effect. I don't think this is how it works (correct me if I am wrong).  All that call does is bind the vertex buffer as an input to the IA ...
    Posted to Direct3D 10 (Forum) by cloud on 05/02/2008
  • stream out

    When you bind a buffer to a stream out target, does the geometry output from the geometry shader get written to the buffer AND also continue on in the pipeline (e.g., to the rasterization stage)?
    Posted to Direct3D 10 (Forum) by cloud on 09/12/2007
  • Re: pixel fragment depth value

    It is the position of the pixel in screen/target space.Do you mean screen/target space as in after the viewport transform?
    Posted to Direct3D 10 (Forum) by cloud on 08/12/2007
  • SV_PrimitiveID

    Are primitive IDs relative to the current draw call?  In other words, does the count reset back to zero every draw call?  If not, does it just resume counting where it left off from the last draw call?  What about frames, does the count reset after every frame?
    Posted to Direct3D 10 (Forum) by cloud on 08/12/2007
  • sampling 2d texture array

    What is the syntax?The docs say for Texture2DArray, the Sample function should take a 3D texture coordinate.  Is the z-coordinate supposed to be the (integer) index?  What would happen if it is not an integer?
    Posted to Direct3D 10 (Forum) by cloud on 08/12/2007
  • pixel fragment depth value

    Two questions: 1. In a pixel shader, regarding the input with semantic SV_POSITION. Are the coordinates of this vector the NDC coordinates of the projected point? Or is it the (x,y,z,w) before the divide by w? 2. Is it possible to modify the depth of a pixel in a pixel shader? I know there is SV_Depth, but how would one return both color ...
    Posted to Direct3D 10 (Forum) by cloud on 07/12/2007
  • input slots

    Are input slots (D3D10_INPUT_ELEMENT_DESC::InputSlot), basically the Direct3D 10 equivalent to streams in Direct3D 9?  For instance, would one use be to create vertex buffers to store position info, another to store normals, and another to store texture coordinates.  Then you could assemble the vertex components from the different input ...
    Posted to Direct3D 10 (Forum) by cloud on 03/09/2007
  • DXGI_MODE_DESC BufferDesc

    This is a member of the DXGI_SWAP_CHAIN_DESC structure.I can understand the width, height, and format of a back buffer, but I don't understand what refresh rate, scanline ordering, and scaling has to do with the back buffer.  Those seem more like properties of the monitor.  Can someone explain?Also, I changed the refresh rate to nonsense ...
    Posted to Direct3D 10 (Forum) by cloud on 25/08/2007
  • DXGI_SWAP_CHAIN_DESC BufferCount

    For this data member, the documentation (August) has:BufferCount The number of buffers in the swapchain (including the front buffer). So does this mean for double buffering you specify 2?  In D3D9 you only specified the number of back buffers, so I wonder if this is a documentation error or not.
    Posted to Direct3D 10 (Forum) by cloud on 22/08/2007
  • Re: How to handle WM_SIZE event

    You need to release the old render target view and then call IDXGISwapChain::ResizeBuffers.  Then recreate the render target view.  Also reset the viewport.  Do similar things for the depth/stencil buffer (just recreate it).
    Posted to Direct3D 10 (Forum) by cloud on 19/08/2007
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