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Latest directx11 Activity

On computers today, all of main memory is equal. An array is an array is an array. The functions need a pointer to some data organized in a specific way. They don't care what you did to organize the data in the right way, all that matters is that it is formatted as expected.

4,096 views
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In runtime no, in editor yes. Well… yes for standard textures (virtual textures no - you wouldn't be able to fit them in memory).

This could run into problems when assets are too big - my point is, that it is managed and dynamic (which I guess is what you want). Easy to switch between those 2 approa…

10,070 views

@Annisquam17 OMG, I had gone over the code a million times, and going through the code one more time to add a few mor debugging statements and make sure everything was right, I noticed this line:

subData[i*mipLevels].pSysMem = imageDataArray[i*mipLevels];

that should read:

subData[i*mipLevels].pSysMem…

5,165 views

Profile the program. It's the only way to know for certain.

Unity has a built-in profiler that can give you a lot of data. Pix is a free profiler from Microsoft that can also reveal issues, and is especially focused on graphics profiling but can also tell a lot about the game when configured properl…

3,699 views
Changes to my BRDF calculations

Aressera said:
Here is a real picture of water to illustrate the correct behavior.

Yes, I've spent a fair amount of time studying why we see the stretched specular reflections on a sunset over water and I understand the reasons why it happens.  I just hadn't considered that the microfacet calcs …

5,494 views
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