Spherical projection on a cube

September 10, 2011

I decided to apply an earth texture to my sphere/cube. Standard technique is to use TEXCOORD, but things get a bit messy when you are working with a cube as your base. Particularly at the top and bottom faces. Traditionally you must have a vertex at the north and south pole to make the spherical […]

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DepthStencilView & Transparency Woes

August 27, 2011

The SlimDX examples have no reference to the depth buffer. XNA creates one by default with SlimDX you have to create one yourself. ?Download effect.fxTexture2DDescription depthdesc = new Texture2DDescription(); depthdesc.BindFlags = BindFlags.DepthStencil; depthdesc.Format = Format.D32_Float_S8X24_UInt; depthdesc.Width = Window.Width; depthdesc.Height = Window.Height; depthdesc.MipLevels = 1; depthdesc.SampleDescription = new SampleDescription(1, 0); depthdesc.Usage = ResourceUsage.Default; depthdesc.OptionFlags = ResourceOptionFlags.None; […]

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Cube to Sphere

August 27, 2011

I know my progress is slow, job, education, family, other hobbies, etc. I did manage to create a 3D cube and convert it into a sphere this week. The tried and true technique is to start with the 6 faces of a cube. In XNA you create each face with 2 triangles. Converting that to […]

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Basic Triangle Tessellation

August 20, 2011

The next obious step after creating a simple traingle with some text is to figure out how DirectX 11 tessellation works.  Tessellation will likely be handy when I need level of detail with terrain patches.  In this case I’ve started with a simple triangle and 3 control points.  Each control point is a one-to-one match with […]

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Drawing DirectX11 text using SlimDX

August 18, 2011

I am teaching myself how to program the GPU.  My end goal is to make a planet renderer and possibly a game based on the planet, however I’m having fun just learning graphics programming. I have become dissatisfied with XNA and it’s lack of directX 11 support, so I started using SlimDX. Oddly Microsoft doesn’t […]

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Planetary Horizon Culling

August 17, 2011

I overwrote my old blog site. The only article worth saving was this one: I have started a planet renderer based on a quadtree structure.I needed to find a good horizon culling technique and the best one I found was at CrappyCoding, although it lacks a robust method to handle mountains over the horizon that […]

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