Archive for October, 2011

DirectX Demo Upload

October 29th, 2011 No comments

Although it’s somewhat delayed, I’ve got the excuse of my solid state drive’s life coming to an end, etc. etc.

Source is included in the ZIP.


Categories: Programming, Site Tags: , , ,

DirectX Graphical and Math Demos

October 25th, 2011 No comments

The above screenshot actually marks the final part of the math demonstration, with the rendering already done. Again this is just demonstrating the basic abilities of DirectX 9, but regardless this was quite a fun little project.

I’m not entirely done yet, with one more feature left and one more attempt at stressfully trying to fix my blending mode demonstration (since I’m having some issues setting blending operations correctly in regards to simple additive and subtractive modes). Once I do, however, which will be tomorrow sometime since I’m taking a little break, I’ll upload it here if you desperately want to watch a box rotate or such.

DirectX Stencil Shadows, Filtering & Scene Switching

October 23rd, 2011 No comments

Stencils appear to be quite a tricky thing to get working well in DirectX. They’re extremely handy, but they’re not one of the easiest things. Fortunately I was able to implement a pre-existing shadow example that showed a teapot shadowed on a white plane and implemented it into my own engine.

You can immediately see the FPS isn’t at a very pretty value. This is for good reason however. I may not be using any optimization techniques such as portals yet, but my code is structured quite well. It just so happens that the model that is being shown has around 300,000 polys. Still no biggy. Except, instead of having a simplified mesh for the shadow, I’m rendering all 300,000 polygons for the shadow as well which takes a lot more calculations. Without the shadow I receive around 160FPS. Without the terrain I get a more decent 600FPS, and without the model around 3000FPS. This is all still with 16xAF and 8xAA filtering enabled.

The DirectX demonstration has all the necessary features so far, and although you can’t see this in the screenshot I’ve been working on making the memory management efficient as well as adding a scene manager that now allows me to very quickly swap between different ‘scenes’. These scenes basically consist of two arrays, one for drawn objects and one for the lights. Text can also be individually added per scene and the key buffer is directly linked to both objects as well as the scene so user input can be efficiently managed.

With everything I need written in code, for both rendering and math demonstrations, I just need to write the actual separate showcase items with the base code that I’ve written so far.

Categories: Me, Programming Tags: , ,

Primary Domain Transfer

October 20th, 2011 No comments

The primary domain which is currently set as will be transferred over to in roughly two weeks, just be aware some downtime is expected and the website will no longer be accessible from so if for some bizarre reason you do visit my website, please use the .com extension, thanks.

Categories: Site Tags: ,

Texturing, Matrices and Quaternions

October 17th, 2011 No comments

With a graphics and math demonstration due sometime next week I’ve made a fairly quick start on a few new additions from last week’s simple terrain demonstration. Now having a basic idea of how vertices are laid out I’ve gone ahead and added textures as well as lighting to the DirectX demo as well as a custom made math library without the use of DirectX’s own math functions.

Right now vectors and matrices are completely functional and can be manipulated in a numerous ways. Dot products, inverse (the picture above shows an¬†inverse¬†matrix), transpose, cross products, addition, subtraction and a few others. It’s nice to know how the very core of a graphics library works without having a graphics engine encapsulating everything away from the programmer’s control.

Right now I’m still working on getting a Quaternion class written which concludes the demonstration of 3D graphic maths at this stage of my course. Finally, my last focus will be on the graphics engine itself which is due sometime next week.

This is still using DirectX 9, which since I’m not using shaders won’t do my knowledge much good if I decide to move on to DirectX 11 which relies entirely on shaders. However I’ll be looking into these over the next few weeks to expand my knowledge on this.