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  • DepthTarget as texture

    Does anyone know if it is possible to bind the current depth target as a texture if the depth writes are turned off? It seems that there shouldn't be a problem with doing this (conceptually) since it is only ever being read from. I did try it, and it spews the warning that the texture is bound as the depth target, and then nulls the texture ...
    Posted to Direct3D 10 (Forum) by Rory on 5/28/2009
  • Re: IHV features?

    Ok, thanks. I'll try and see what nvidia says.
    Posted to Direct3D 10 (Forum) by Rory on 5/26/2009
  • IHV features?

    Hi, In DirectX 9, you could access special IHV features using the fourcc codes, does anyone know if this is even possible in DirectX 10? I realise that these kinds of features go against the idea of conformity in DirectX 10, but I'd really like to be able to use the depth bounds test on my nvidia card. Cheers, Rory
    Posted to Direct3D 10 (Forum) by Rory on 5/26/2009
  • Re: Tutorial01 question

    That's a link error. You need to make sure that you link with d3d10.lib. Check the input property of linker settings in your project properties
    Posted to Direct3D 10 (Forum) by Rory on 5/13/2008
  • Re: Gamma correction/sRGB + CHOOSECOLOR

    It sounds like you are getting colors convert to srgb twice.The colors in the picker are probably srgb colors. Your pixel shader should be completely linear, so you'd have to convert the srgb color to linear when setting the light color in the constant buffer. Did you do this?I'd expect this to affect your greys like in the example, but not the ...
    Posted to Direct3D 10 (Forum) by Rory on 3/31/2008
  • Re: D3DX10CreateEffectFromFile problem...can't find the effect file.

    The working directory defaults to the vcproj location AFAIK. Whatever the case, you can set the working directory for when you are debugging in the project properties.So I'd suggest setting the working directory to a place where you know the effect file is.Rory
    Posted to Direct3D 10 (Forum) by Rory on 3/30/2008
  • Re: Texture2D.Sample returns Black, not White, if no texture...

    Look man, I'm trying to help you here. I suggest you go and find out what static branching is. It won't have to evaluate the branch for every fragment because it will take the same side of it every time (within one render call). It's really cheap.
    Posted to Direct3D 10 (Forum) by Rory on 2/12/2008
  • Re: Texture2D.Sample returns Black, not White, if no texture...

    I'm not saying black is better than white, I'm just saying that it's not really clear what is correct since you are doing something which doesn't really have any clear expected behavior. If you declare an int variable in C++, then read it, do you expect it to be a certain value?I could give an equally valid pixel shader where I want to add or ...
    Posted to Direct3D 10 (Forum) by Rory on 2/11/2008
  • Re: Texture2D.Sample returns Black, not White, if no texture...

    Why would white be any more correct than black? DirectX has always been this way AFAIK. Really they're being pretty nice considering you're sampling from an unbound sampler. You should just set boolean flags to say whether or not to sample from a particular sampler or not. Yes this means a tiny bit more work on the CPU, but that cost is almost ...
    Posted to Direct3D 10 (Forum) by Rory on 2/11/2008
  • Re: How to render from texture without effect system

    Mr. T:texture.Sample(sample_state, tex_coords) ?That's hlsl code you've written there, not anything fx specific. To sample from a texture without using fx is easy, just set the textures (shader resource views) from code using PSSetShaderResources. Then in your hlsl, you just need something like: Texture2D g_texture; SamplerState ...
    Posted to Direct3D 10 (Forum) by Rory on 12/12/2007
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