Posts

tex2D vs. tex2Dproj

texCoord(  texX, texY, texZ , texW ) means texture coordinate after transforming from the texture matrix [ position goes through world, view, projection, and texture ] . We can use this texCoord to fetch pixels from a texture, sampler : 1.  float4 color = tex2D( sampler,  float2( texX / texW, texY/texW ); 2.  float4 color = tex2Dporj( sampler, float4( texX, texY, texZ, texW ) ); The above two methods will have the same result because tex2Dproj operator supports divide w in its interface. http://www.gamedev.net/community/forums/topic.asp?topic_id=408894 http://bbs.gameres.com/showthread.asp?threadid=104316

Cascaded Shadow Map

http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html http://www.gamedev.net/community/forums/topic.asp?topic_id=399014 http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/ http://hax.fi/asko/PSSM.html hardware shadow map http://developer.nvidia.com/object/hwshadowmap_paper.html http://developer.nvidia.com/forums/index.php?showtopic=34 http://forum.beyond3d.com/showthread.php?t=43182 http://www.gamedev.net/community/forums/topic.asp?topic_id=515318

The d3d example in browsers - IE

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http://www.gamedev.net/community/forums/topic.asp?topic_id=495203 http://stackoverflow.com/questions/202567/web-browser-in-a-fullscreen-direct3d-application http://www.ozzu.com/programming-forum/and-directx-plus-web-browser-t95817.html http://bytes.com/topic/c-sharp/answers/237895-directx-window-web-browser http://efreedom.com/Question/1-202567/Web-Browser-Fullscreen-Direct3D-Application http://thedailyreviewer.com/dotnet/view/directx-window-in-web-browser-104239128 http://ubrowser.com/ cross platform http://www.firebreath.org/display/documentation/Building+on+Windows#BuildingonWindows-BuildingtheFireBreathPlugin  If your firefox 3.5 crash on initialize d3d app, this problem is d3d create device type, you should try to add D3DCREATE_FPU_PRESERVE this flag. ( http://stackoverflow.com/questions/1310034/directx-firefox-plugin-rendering-artifacts/1321058#1321058 ) Result in firefox, google chrome, and IE:

An OpenGL Sample as Firefox Plugin

An OpenGL Sample as Firefox Plugin http://www.codeproject.com/KB/openGL/FirefoxOpenGL.aspx?fid=459173&df=90&mpp=25&noise=3&sort=Position&view=Quick&select=2821101&fr=1 Building Firefox Plugins using Visual Studio http://www.apijunkie.com/APIJunkie/blog/post/2008/09/Building-Firefox-Plugins-using-Visual-Studio.aspx

Volume Texel

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In OGRE Engine, you should have a 3D texture and was implemnted in fixed function. material Examples/VTDarkStuff {     technique     {         pass         {             diffuse 0.0 0.0 0.0             ambient 0.1 0.1 0.15             cull_hardware none             lighting on         }            } }

Volumetric Fog

Volumetric Fog http://www.gamedev.net/reference/articles/article677.asp   Volumetric Rendering in Realtime http://www.gamasutra.com/view/feature/3033/volumetric_rendering_in_realtime.php  Volumetric Fog II   http://www.evl.uic.edu/sjames/cs525/shader.html  Volumetric Fog http://www.apgardner.karoo.net/gl/fog.html Fog Polygon Volumes http://developer.download.nvidia.com/SDK/9.5/Samples/samples.html#FogPolygonVolumes3 Crysis volFog http://www.youtube.com/watch?v=UuTTAa4R4dA UE3: Fog Volumes http://udn.epicgames.com/Three/FogVolumes.html

MRT format

When I use different format render target in deferred lighting. D3DFMT_A8R8G8B8 is better than D3DFMT_A16B16G16R16F when you don't have precision issue. I have 530 vs. 487 FPS experiment result.