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  How achieve shift operation in Shader         


Author: SanS
Date: Sep 17, 2008 08:41

Hi all.

My doubt is how achieve shift operation in Shader.

// CPU code.

byte lsbValue;
byte msbValue;
short t = ( msbValue<<8) + lsbValue;

// How to achieve this in shader.

float fmsb;
float flsb;

float fShortValue = ( ( fmsb * MAXVALUE) *MAXVALUE + flsb*MAXVALUE ) /
( MAXVALUE*MAXVALUE )

where maxVALUE IS maximum value of a component ( say 256 )
is it correct.
no comments
  What will be return value of tex1D( Sampler, Index ), when sampler texture format is an 8 bit one.         


Author: Santhosh
Date: Sep 16, 2008 05:35

If my Sampler Texture is a D3DFMT_A8.

float4 Output = tex1D( Sampler, index );

what will be the content of Output.a, Output.r,Output.g,Output.b.

In which component I will get the correct value from Sampler texture.
2 Comments
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Date: Aug 11, 2008 19:40

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no comments
  ACREDITE FUNCIONA!!!!!         


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Date: Jul 27, 2008 09:28

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cheguei à conclusão: "o que eu tenho a perder além de 6 selos e R$ 12,00 ?"
Resolvi então tentar esta jogada.
Show full article (9.04Kb)
no comments
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Date: Jun 29, 2008 02:57

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no comments
  Analysing images using HLSL         


Author: Pomnico
Date: Jun 28, 2008 01:36

Hi,

Recently while implementing my GFX engine (D3D9, PS 3.0, VS 3.0) I came to
the point where I'm stuck and can not figure out what to do.

I wanted to perform picking 2D / 3D objects by 2D space coordinates using
the GPU (both picking by point or by a rectangular area).

At first my idea was to render each element that has not been discarded by
simple CPU calculations to the original render target (the one that is tested
for picking / hit) with clipping rectangle set to pint or input area of
picking.

The pixel shader used to this operation was to check if output pixel color's
alpha value is non-zero (to discard situations where someone is hitting a
point on a transparent area of 2D surface - to handle properly tests for 2D
buttons with irregular shapes for example) and write some information to
parameters (so they can be retrieved later) about:
- if hit has succeeded
- distance from eye-point (for 3D tests)
- position of hit in object space)
Show full article (2.01Kb)
2 Comments
  How to use SV_Target[n] semantics correctly?         


Author: Southp
Date: Jun 13, 2008 00:35


Hi,
First of all, I'd post the same question at XNA Creators club. I post the
almost-the-same context here because no one answers me there. Sorry if I make
you read this long post again and again.

Recently, I'm working on a project requiring MRT functional. I tried to
implement my algorithm with MRT controlled at primitive level in a geometry
shader. The program works fine.

However, for comparing performace, I want to implement a version with MRT
controlled at pixel level in a pixel shader. In the old days, we set multiple
render targets, and set COLOR[n] semantics in the output of a pixel shaders.
With DX10, I guess I should do the task by setting a render target array, and
set SV_Target[n] semantics:
Show full article (2.98Kb)
2 Comments
  how to convert vso, pso, fxo to asm code ?         


Author: john
Date: May 13, 2008 19:19

how do I convert "vso, pso, fxo" back to asm code ?

I want to analize vso, pso, fxs files of some games.
some kind of reverse engineering !

is there any way to do this ?
thanks.
no comments
  DirectX 10.1 and SM4.1         


Author:
Date: Apr 10, 2008 09:58

Hi,

Maybe asked before...but the first time here... so... i hope somebody has an
awnser...

1.
I have the following installed
Vista SP1, DirectX March 2008 SDK, ATI RADEON HD3650

2. Why does DxDiag report DirectX 10, instead of DirectX 10.1??

3. Why does the DxCapsviewer report Vs/PS 3.0 instead of Vs/PS 4.1

4. Only the DDI version reported is 10.1

So is this all 'By Design' or a bug...?

Greetings

Juan Jansen
7 Comments
  Indian SUCKS SUCKS SUCKS         


Author: ChengDu
Date: Mar 20, 2008 09:44

no comments
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