Advertisement

Latest d3d11 Activity

Occluder from AABB, near plane 'fix'?

For future reference/ if others ever want to try this out 🙂

I fixed the near plane, which is now a weighted average of the quads that are facing the camera. Here's the (not yet optimized) code:

std::vector<CR_VECTOR4> CMathHelper::CreateOccluderPlanes(const CR_VECTOR3 &pCameraPos, const CR_…
5,274 views
Advertisement
D3D11 Device Creation

Locked at OP's request. 

1,353 views
Poor performance of ID2D1RenderTarget

I can't reproduce these freezes in an empty project yet, apparently because D3D11 is not loaded with anything. I'll provide the code if I can.

6,605 views

Wanted to follow up with some updates that others may find of interest.

On the subject of “de-saturating” my pixel shader color/lighting calculations/accumulations, I did encounter one nasty little bug that presented itself in non-obvious ways, and this dealt specifically with alpha. The short of it…

6,758 views

Don't mean to necro this thread, but wanted to update with another subtle gotcha that may be of interest to those doing a similar upgrade.  I've been working on migrating to HDR rendering, and have thusly implemented such (float render target, color grading, tonemapping, etc.).  This all …

11,461 views
Advertisement
Advertisement
Advertisement