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found 748 articles for 0.003 sec
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.
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Re: Shader Resource View ElementWidth     

Author: dylan
Date: Jun 1, 2008 05:52

... to set for 'ElementWidth' in the Shader Resource View Description. The documentation says...are then retrievable from .Load The shader buffer is declared as follows: Buffer<unsigned g_tileIndexTerrain; The Shader Resource View Creation code is here...CreateBuffer(&m_bufDesc, NULL, &m_pBuf); //create the SHADER RESOURCE VIEW m_srvDesc.Format = DXGI_FORMAT_R32_UINT;...
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Shader Resource View ElementWidth     

Author: dylan
Date: May 31, 2008 22:19

... to set for 'ElementWidth' in the Shader Resource View Description. The documentation says the... are then retrievable from .Load The shader buffer is declared as follows: Buffer<unsigned g_tileIndexTerrain; The Shader Resource View Creation code is here:...->CreateBuffer(&m_bufDesc, NULL, &m_pBuf); //create the SHADER RESOURCE VIEW m_srvDesc.Format = DXGI_FORMAT_R32_UINT; m_srvDesc...
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NA OpenGL-Shader-1.01 i386-freebsd 6.1-release     

Author: srezic
Date: May 2, 2008 10:14

.... -- Dear Bob Free, This is a computer-generated report for OpenGL-Shader-1.01 on perl 5.00505, created by CPAN-Reporter-1.13. ... = PERL5_CPANPLUS_IS_RUNNING = 18113 PERL5_CPAN_IS_EXECUTING = /usr/local/src/CPAN/build/OpenGL-Shader-1.01-fHv4T7/Makefile.PL PERL5_CPAN_IS_RUNNING = 18113 PERL5_CPAN_IS_RUNNING_IN_RECURSION = 16371,18113 PERL_CPAN_REPORTER_CONFIG...
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Hang when releasing shader constant table on multi-thread/multi-GPU configuration     

Author: Yiyang
Date: Apr 23, 2008 11:03

... a problem where the call to release a shader constant table hangs on a multi-threaded configuration.... up resources, if both GPUs start to release shader constant tables at the same time, the third... Perhaps they are released when I release the shader? - Does allocation/deallocation of COM objects need to ...already? Here is the code snippet for my shader: #define SAFE_RELEASE(x) if (x) { x->...
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Question about passing parameters to shaders     

Author: Jonathan Wilson
Date: Apr 16, 2008 08:19

I have these lines in an fx file #define MAX_LIGHTS 4 float4 lightDirections[MAX_LIGHTS] : LightDirections; float4 lightColors[MAX_LIGHTS] : LightColors; bool lightEnables[MAX_LIGHTS] : LightEnables; Can someone tell me what format the data passed to ID3XEffect::SetValue needs to be to match with each of these in my shader?
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March2008 shader compiler     

Author: Sean Cavanaugh
Date: Mar 23, 2008 01:00

The March2008 SDK has a changed behavior: SM3 shaders using any global variables defined as type 'half' will no longer compile, unless you set the compile option flag D3DXSHADER_ENABLE_BACKWARDS_COMPATIBILITY. Only the error message when attempting to compile the shader says anything about this (grr). My question is this: Is this the only thing this flag does in...
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Re: Shader Model 3 Problems     

Author: Jim Henriksen
Date: Mar 17, 2008 15:12

... *is* the precise definition of shader model 3?" The SDK docs ... supply a model 3 vertex shader without providing your own pixel ... number of custom HLSL vertex shaders, I would have to implement ... hardware support, but the vertex shader used is compiled as model ... the SDK example: 1. If shader model 3 is supported, use ... 2. I compile the vertex shaders using model2, avoiding the all-...
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Re: D3D10 shader byte code documentation     

Author: Chris Hill
Date: Mar 11, 2008 21:46

...2008 17:58:52 -0800, "Chuck Walbourn [MSFT]" <chuckw@online.microsoft.com> wrote: The compiled shader data is intentionally opaque. The information on the meaning of the actual bytes is only documented within ... the format The DirectX SDK (March 2008) contains a description of a limited subset of the shader model 4 op codes (I'm not sure why only the dcl_* op codes are mentioned): http...
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Re: Shader Model 3 Problems     

Author: Jim Henriksen
Date: Mar 10, 2008 18:57

... that "requires a device that supports the 3.0 vertex shader model" uses a vertex shader that's compiled at the 2.0 level. Thus it would appear that the 3...[SetStreatSourceFreq] requires a device that supports the 3_0 vertex shader model. This technique works with any programmable shader but not with the fixed function pipeline." Oh, I misread your earlier...
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