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Latest Direct3D12 Activity

@PAM79 Thanks, that explains it!

I took a look at your tutorial and it seems great! I'll definitely give it a try

3,194 views
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GeometryShader shows an incorrect normals with using tessellation

Problem has been fixed. uvScale had an invalid Value, so HeightMap.SampleLevel always was zero.

5,395 views

That's unfortunate regarding GDI.

SoldierOfLight said:

  • The Windows CPU scheduler doesn't have a guarantee of being able to wake up threads at such a small granularity. What you're talking about here is submitting a frame, having the compositor wake up and consume that frame, and then allowing the ap…
  • 4,174 views

    It looks like the issue is the Alignment member of the D3D12_RESOURCE_DESC struct, which needs to be either 0 or D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT (which doesn't really matter for a committed resource, that's more for placed resources). D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT is for…

    7,881 views

    Thanks, I got my answer. Actually there was a confusing on my part.

    There is a use case of voxelization in gpu which makes use of raster order view mentioned in this Intel's article.

    https://software.intel.com/en-us/gamedev/articles/rasterizer-order-views-101-a-primer

    However, the article mentioned th…

    3,737 views
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