Ray Tracing #5
Sat Dec 12 2009Programming
Things have been a little slow recently. I’ve been generally reading about other aspects of graphics programming as well as generally being busy and now I’ve come down with something. Blocked ear, runny nose, bad headaches, dizziness and more. My best excuse for not getting as much programming done has to be that I’ve given coffee a bit of a hiatus for a while just to get some of the benefits of caffeine back. Good for the health though! … :P I’ve still managed to get the majority of the ray…
DirectX 11 Update - Driver Issues
Sat Dec 05 2009Uncategorized
I came across my first significant bug in the DirectX 11 Compute Shaders (Using CS_4_0 for compatibility with my DirectX 10 card) although it's my fault for using old drivers :) When filling my RWStructuredBuffer with something easy to debug such as: float4(1.1, 2.2, 3.3, 4.4); What actually occurred, when checking on both the CPU and GPU (via pixel shader), was the following: float4(1.1, 1.1, 1.1, 1.1); The X or R component is overwriting all of the other components (Y, Z, W aka G, B, A) It…
Impending DirectX 11 based fun
Thu Dec 03 2009Uncategorized
I've just started dabbling with DirectX 10 and learnt enough to convert the basic Microsoft triangle demo over to DirectX 11, which is my primary goal given the nifty compute shaders. It's worth noting that it's quite a savage humbling to be taken back to being capable of rendering just a single primitive to the screen, I can tell you that :) I've decided to finally learn DirectX after all these years of using OpenGL and a portion of time spent using XNA, which has been a decent intermediary to…
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