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  • Fast fullscreen quad rendering in Direct3D 11?June 14

    For the last few weeks, I've been trying to port a DX9 implementation of HDR rendering (tone mapping, bloom, stars, etc.) over to DX11. I believe I've got all features working but I'm not getting good enough performance. I'd like to be able to render

  • Rendering a fullscreen quad is leaving a one pixel line on the left and top

    Rendering a fullscreen quad is leaving a one pixel line on the left and topNovember 11

    I am rendering a fullscreen quad using XNA. I am having an issue where the top pixel line and left pixel line are not rendered. It should be black in the picture. Can anyone tell me why this might be happening? The effect's intent is to fade the scre

  • Pixel-perfect rendering to a rendertarget with a fullscreen quad

    Pixel-perfect rendering to a rendertarget with a fullscreen quadMay 9

    I have some trouble rendering a bunch of values to a rendertarget. The values never end up in the exact range I want them to. Basically I use a fullscreen quad and a pixel shader to render to my rendertarget texture and then intend to use the texture

  • Convert triangles to quads of a Mesh

    Convert triangles to quads of a MeshMay 10

    Supposing I have applied delaunay triangulation on a convex mesh, and I have all information (edges, vertices etc.) I would like to transform the triangles to quads I was reading that inverse process, quad to triangle, one takes the vertices like: qu

  • Should a mesh consist of triangles or quads?July 20

    Currently I am a bit puzzled. I am writing my master thesis about procedural mesh and texture generation and for that I am writing a Blender Add-On to generate low poly planets with physical physically based rendering textures. This blog (http://blog

  • What are the basics of 3D triangle/quad sorting?February 29

    I am really curious how any 3D engine or even the GPU sorts triangles and quads. Are they basically taking a "center" point of a particular triangle/quad/poly and then calculate a distance from a camera point? How is the depth of a polygon calcu

  • Mesh with quads to triangle meshDecember 16

    I want to use Blender for making models yet realize some of the polygons are not triangles but contain quads or more (example: cylinder top and bottom). I could export the the mesh as a basic mesh file and import it in to an openGL application and wo

  • Making a quad cover the screenSeptember 15

    I'm trying to make a shader and I need a fullscreen quad to do so. I have everything set up and working, but when I render the quad it appears as a small square. This would probably be because I'm passing the cameras world, projection and view matrix

  • Why do game engines convert models to triangles compared to keeping it as four side polygonMarch 9

    I've worked using maya for animation and more film orientated projects however I am also focusing on my studies on video game development (eventually want to be either programmer or some sort of TD with programming and 3D skills). Anyways, I was talk

  • Drawbacks for using only quads for model geometry March 9

    I've worked using maya for animation and more film orientated projects however I am also focusing on my studies on video game development (eventually want to be either programmer or some sort of TD with programming and 3D skills). Anyways, I was talk

  • Quad Rendering Issue

    Quad Rendering IssueApril 16

    I am fairly new to using Quads, so I'm not sure how I can properly describe this issue in all honesty or to even hazard a guess as to why it's happening, so I have a screenshot to illustrate. So the white lines are actually Quads, the Red lines are j

  • Must I worry about quad-based rendering in real world scenarios?August 15

    Most of the time in the first chapters of a random book about rasterization and rendering techniques, I find some phrases about a triangle-based rendering system and a quad-based one. I have never encountered a quad-based GPU or pipeline. Do I have t

  • Standard Full Screen Quad Setup not Working in Three.jsJanuary 16

    I'm trying to establish a full screen quad using a pass thru vertex shader in THREE.JS. The quad itself is a plane geometry with dimension (2, 2) located at origin. It is assigned the ShaderMaterial. The camera is at z = 1 aiming at the quad. The sha

  • Can I animate render targets or the swap chain?June 7

    I want to animate some synthetic video bits to fullscreen w/o tearing. Can I set up D3D 9/10/11 in exclusive mode, and have it present a series of buffers that I'm writing to? I know how to copy system memory bits into a texture, then draw that textu

  • Fastest way to render lines with AA, varying thickness in DirectX

    Fastest way to render lines with AA, varying thickness in DirectXJanuary 1

    So I'm doing some DirectX development, using SharpDX under .NET to be exact (but DirectX/C++ API solutions are applicable). I'm looking for the fastest way to render lines in an orthogonal projection (e.g. simulating 2D line drawing for scientific ap

  • How to control in the vertex shader where pixel ends up in the renderTarget?July 28

    What if I have an arbitrary renderTarget, that is smaller than the screen (say it is 1x1 pixel) and I want to make sure in the VertexShaderFunction that all my pixels end up exactly in that 1 pixel region? No matter what I do, they all seem to get cu

  • OpenGL slower than CanvasOctober 19

    Up to 3 days ago I used a Canvas in a SurfaceView to do all the graphics operations but now I switched to OpenGL because my game went from 60FPS to 30/45 with the increase of the sprites in some levels. However, I find myself disappointed because Ope

  • Setup VertexPositionTexture array for a texture2D at a locationNovember 20

    I am trying to adjust the following code to render a quad on a 2D texture at a specific location and specific size. Currently this code will render a fullscreen quad, which makes sense since the POSITION semantic is being set to the fullscreen size.

  • Draw many flashlights' focused lights' "circles" on a voxel engine map (and other objects)

    Draw many flashlights' focused lights' "circles" on a voxel engine map (and other objects)April 12

    So, I've been searching the internet for a while and I still didn't understand how to create a flashlight's "circle" in front of the camera over other objects. I found the following links: using shader; multi pass effect; forum question about mu

  • How can I manipulate a single pixel with LWJGL?June 3

    This is a very simple question. Is there a way to manipulate a single pixel? Here's an example of what I want in pseudo-code: while(gameIsOn) { renderAllObjects(); setPixel(x,y,r,g,b); } Is this possible in any way? (Notice it's is not a solution to

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