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Latest Direct3D11 Activity

Hi, I've been trying to build a physics engine for my own game for a while. But I face an issue which I'm unable to find a solution. They sink through the floor(Plane Collider). Can anyone give me a hand here? Without a stable simulation, I can't complete the game. Pls. Sphere-Sphere and Sphere-Pla…

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How to render the scene to a texture (for the purposes of doing a Post Process shader Pass)?

Ok I made it.

My own rendering architecture confused me.

I had to make some adjustments to accommodate offscreen rendering.

What you have to do:

  • all rendering is made offscreen, exactly the same way you did before (same bindings etc.) with the only difference being that now you use a render target that…
8,491 views
How to do temporal upsampling clouds rendering?

Hi, I recently implemented clouds rendering as described in https://www.guerrilla-games.com/read/nubis-authoring-real-time-volumetric-cloudscapes-with-the-decima-engine​​ . The problem is I get the banding artifacts. What they suggest is temporal upsampling. How do i do that? any help?

3,830 views

thanks @ddlox . @joej  This is related to this, https://www.gamedev.net/forums/topic/708412-cloud-rendering-problem/​ .Im trying to read a 3d texture from world space position by converting world space pos into uvw. What is the best way to do that?

6,545 views
How to use ResolveSubresource in MSAA RTs for postprocessing effects?

This is how I did it.

1st Step - Render the scene to a MSAA Texture(DST2D)

2nd Step - Resolve above MSAA Texture into Non-MSAA Texture

RE_D3D11_ImmediateContext->ResolveSubresource(LFUST2D(non msaa), 0, DST2D(msaa), 0, DXGI_FORMAT_R32G32B32A32_FLOAT);

3rd step - Postprocessing on a Non-MSAA RTV (pas…

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