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…
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…
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?
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?
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…