Tag Archives: directx

Minimal setup screen space quads: No buffers/layouts required

A neat trick that Rory Driscoll  mentioned on Twitter is to use vertex IDs to generate screen space quads. I just recently came around to use that in my stuff, so here’s some ready-to-use code. The advantage of using the … Continue reading

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Using right/left-handed viewing systems with both DirectX & OpenGL

One problem many 3D graphics beginners run into is left/right-handed view matrices. In many cases, beginners get stuck with left-handed coordinate systems because they start with DirectX. Worse of all, some sources on the web claim that DirectX somehow mandates … Continue reading

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Light propagation volumes

A student of mine (Andreas Kirsch) just recently finished his implementation of light propagation volumes. His implementation is available under the very liberal BSD license, so be sure to grab it while it’s hot. There’s also a bunch of corrections in there, … Continue reading

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DirectX11 hints …

Some stuff that might be useful if you’re getting started with DX11: Tesselation: If you get error X4577: Not all elements of SV_Position were written, make sure to write 4 elements positions in your domain shader. error X3502: tessfactor inputs … Continue reading

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