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  • Nov 09 2022 20:54
    samhocevar commented #89
  • Sep 26 2022 05:51
    artkiver commented on 440eb5e
  • Sep 17 2022 09:45

    Gargaj on macos-catalina

    add macos demployment target (compare)

  • Aug 20 2022 15:11

    github-actions[bot] on 2022-08-20

    (compare)

  • Aug 20 2022 15:10

    Gargaj on master

    add ndi building into workflow (compare)

  • Aug 20 2022 14:51

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 2022 14:42

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 2022 14:23

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 2022 14:16

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 2022 14:09

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 2022 13:58

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 2022 13:52

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 20 2022 13:47

    Gargaj on ndiworkflow

    add ndi building into workflow (compare)

  • Aug 13 2022 11:58

    Gargaj on master

    Fix build on arm Patch by: Rob… (compare)

  • Aug 13 2022 11:58
    Gargaj closed #171
  • Aug 12 2022 18:37
    clausecker closed #172
  • Aug 12 2022 15:24
    clausecker commented #172
  • Aug 12 2022 15:18
    clausecker opened #172
  • Aug 12 2022 12:21
    AMDmi3 opened #171
  • Aug 03 2022 14:43

    Gargaj on 2022-08-03

    (compare)

gogeric
@gogeric
hum. I'll try to find them in the CPP. maybe I can do a quick hack to have it work
thanks
Gargaj
@Gargaj
look for pFullscreenQuadSamplerState
gogeric
@gogeric
Thanks!
Gargaj
@Gargaj
line 500 in the dx11 renderer
sampDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
gogeric
@gogeric
perfect
Gargaj
@Gargaj
but the fact that you say that the sampler states still compile, makes me wonder if you can access them via reflection
gogeric
@gogeric
image.png

Not sure I can send My code here but here is the gist of it :
SamplerState NearestSMP {
Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
AddressU = Wrap;
AddressV = Wrap;
};

Then :
float3 map = ColorMap.Sample( NearestSMP, uv);

Result is "Blurry" while I expected Sharp. I'm trying to do a ColorMask with Linear Sampling that gives a 0-8 index into a ColorMap 16x16px that contains 2x16 Palettes of 8 Colors. And this one, the palette map, needs to be sampled precisely.

Gargaj
@Gargaj
do you still have the other SamplerState left there?
gogeric
@gogeric
yup
Gargaj
@Gargaj
cos that's the one it's gonna change
so you either have to explicitly create and bind another samplerstate on the c++ side, or remove yours and use smp
line 813: pContext->PSSetSamplers( 0, 1, &pFullscreenQuadSamplerState );
this only ever pokes the first sampler state it finds
gogeric
@gogeric
ok so maybe I can modify smp to make it Point and declare another that will fallback to linear for the Mask texture. I'll try that thanks
gogeric
@gogeric

SamplerState smp {
Filter = MIN_MAG_MIP_POINT;
AddressU = Wrap;
AddressV = Wrap;
};

then :
float3 map = ColorMap.Sample( smp, uv);

Does not seem to work

it does compile but does not change anything
Gargaj
@Gargaj
but did you also change it on the C++ end?
gogeric
@gogeric
oh no sorry no I did not. I assumed wht you suggested did not need the cpp modification. I'll check that
Gargaj
@Gargaj
yeah it's both
basically
change the "default" (smp) sampler to do thy bidding
Gargaj
@Gargaj
quick note: https://github.com/Gargaj/Bonzomatic/releases/tag/2022-06-18 - we have automate builds on win32/64/macos now
*automated
have fun