OMG NUB!

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Calgary, AB
Full of nub.
7 comments
48 entries
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Tape_Worm
April 05, 2012
Yet more shaders
Here's another bundled effect, the Gaussian Blur shader:
If you see any stuttering, blame Fraps, I was getting over 1000 FPS while it was blurring and running.

Source
1,796 views
Tape_Worm
April 03, 2012
Gorgon Shaders
So I got custom shaders up and running in Gorgon 2.0. The new version has always had shader ability because it's using Direct3D 11, so it's required to use them. However, up until now the shader code has been hardcoded to use 3 default shaders. But after today, there's an ability to use customiz…
1,449 views
Tape_Worm
March 12, 2012
Does anyone really want Direct3D 9 video card support?
I am sick as a pig. I hate having a farking cold.
So, I figured out the issue that prompted all of this and it took damn near forever. Apparently feature level 9.x devices can't copy GPU data to resources (e.g. textures) that have a shader binding flag set to CPU accessible resources. And apparently…
1,765 views
Tape_Worm
March 10, 2012
Stupid drivers
I need some help, I'm having issues when saving a texture and I need to know if it's a driver issue or something in Direct3D 11. I have a post in the forum about it here. If you can help and you have an Nvidia video card, please go read the post and run the test application (Windows 7/Vista SP2 r…
1,003 views
Tape_Worm
February 29, 2012
You

You


So, I'm moving to a new place tomorrow and work on Gorgon v2 is going to halt for a bit until I get my life back in order. In the meantime, here's a screenshot of the primitives (rectangles, lines, etc...) that have been making me insane (click it to see a larger version):

You can see the line (bar…
1,414 views
Tape_Worm
February 23, 2012
65536 balls.
So, I've gotten most of the sprite functionality back into Gorgon 2.0. And of course, with the help of my stupid ball demo program I learned something neat... (click the "read the rest of this post...", you know you want to)
If you recall the ball demo in v1.x of Gorgon, it's a stupid bouncing ball…
1,507 views
Tape_Worm
January 30, 2012
Gorgon the 2nd
Just a quick note to say that I'm still working on the next version of Gorgon. And it's going swimmingly. I got 100,000 textured, alphablended sprites (not animated, just blasting the polygons to the screen, so really, it's 200,000 triangles ) going at about 30 FPS. I'm pretty pleased with that.…
975 views
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Tape_Worm
August 29, 2011
Multi-monitor pain.
So, one of the shortcomings of the original Gorgon was that there was no support for multi-monitor. And I see now why I didn't bother... what a pain in the ass.

Anyway, I finally figured it out. See, there are two ways to do multi-mon support in Direct 3D 9:


  • Create 2 devices, one for each adapter.…
  • 1,484 views
    Tape_Worm
    August 18, 2011
    MSAA (Gorgon v2.x
    So, to prove that I actually do work on stuff, I've uploaded a new video to the youtubes. This one shows off the ability to use MSAA in the new version of Gorgon.



    To get this effect, in v1.x of Gorgon, you'd draw a series of fading sprites (Alpha of 0 from the start position to an Alpha of 255 for …
    868 views
    Tape_Worm
    June 27, 2011
    The future.
    I recently played around with my own library (see an earlier post about the sun effect) and I found it... well, lacking. In my day job I do a lot of framework/library code for re-use amongst my co-workers and I've learned a great deal over the last few years of doing that professionally. There's …
    1,034 views
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