[ bkaradzic @ 31.03.2005. 05:00 ] @
http://msdn.microsoft.com/directx/directxdownloads/default.aspx
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D3DX Updates

* UVAtlas API - These new API's automatically generate a unique UV texture mapping for an arbitrary mesh, maximizing texture space usage and minimizing texture undersampling (stretch).

* Reduced effects memory footprint - A new flag (D3DXFX_NOT_CLONEABLE) has been added to allow users to specify that an effect will never need to be cloned by the effect system. Using this flag can notably reduce the memory footprint for an effect.

* The precomputed radiance transfer (PRT) system has been enhanced with fast raytracing methods have been added for direct computation of ray/mesh intersections against a simulation scene.

Documentation Updates

* Setup documentation - The DXSetup documentation has been updated to explain the redist naming scheme and how you can customize the redist to reduce your installation size.

DXUT Updates

* Callback functions now pass a void* pUserContext that allows the callback functions to receive context from the application.

* The framework's GUI is now separate and optional from the core framework.

* The framework now allows applications to reject device changes via LPDXUTCALLBACKMODIFYDEVICESETTINGS which returns a bool.

* Passing 0 as the width and height to DXUTCreateDevice now creates a backbuffer of the same size as the client window.

* DXUTGetExitCode now returns 11 if the last device was a D3DDEVTYPE_REF device type.

Technical Article Updates

* The DirectX developer Frequenty Asked Questions (FAQs) page has been added to the documentation.

* A new technical article about the Windows XP Media Center Edition 2005 has been added.

PIX Tool Updates

* You can now open full-stream capture PIXRun files, and render frames from them within PIX, the same way you can with single-frame capture PIXRun files.

* You can save rendered frames to an image file from within PIX.

* You can adjust the scaling of the Y-axis of the event timeline to see data graphed more clearly.

DirectX Component Status

* Microsoft DirectPlay is deprecated, and Microsoft strongly recommends against using it to develop new applications. Game developers should instead use enhanced core Microsoft Windows networking technologies.

* Microsoft DirectInput, Microsoft DirectMusic, Microsoft DirectShow, and Microsoft DirectSound will maintain their current status until new technology in these areas is made available.

* Use of Microsoft DirectDraw is no longer recommended. With the release of DirectX 9.0, all two-dimensional (2-D) functionality is contained within Microsoft Direct3D and its associated helper functions in D3DX. However, the DirectDraw documentation is still available and can be viewed at the MSDN Library Archive at DirectDraw.

[ Reljam @ 31.03.2005. 06:58 ] @
Branimire, opet si me preduhitrio - stvarno nije lepo :)

Moj doprinos je bila stavka pod drugim bullet pointom (optimizacija memorije pod efektima za ~50%). U principu sada radimo na sledecoj verziji, tako da nema nekih neverovatnih promena, barem ne na mom timu. Ali bice, bice...
[ Angel_of_Dark @ 05.04.2005. 00:29 ] @
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UVAtlas API - These new API's automatically generate a unique UV texture mapping for an arbitrary mesh, maximizing texture space usage and minimizing texture undersampling (stretch).


Jel ovo API za UV unwrap? Jel ima neko informacije jel radi dobro?
[ Reljam @ 05.04.2005. 00:49 ] @
Jeste, to je upravo to. Za sada je to API namenjen programerima, a nije neki alat ili plugin za graficare. Skini SDK i probaj da li radi, a ako ti deluje kao da nesto ne radi kako treba, slobodno javi.
[ Angel_of_Dark @ 05.04.2005. 03:10 ] @
U svakom slucaju predpostavljam da je to odlicna solucija za pripremu UV koordinata za potrebe pre-renderovanje lightmapa u samom engineu. Super :)
[ Reljam @ 05.04.2005. 05:45 ] @
Light maps, normal maps, PRT koeficijenti, texture space lighting... skoro svi noviji algoritmi se baziraju na jedinstvenoj parametizaciji svih tacaka na povrsini modela. Jos ako je parametrizacija takva da mape budu pogodne za graficare za 2D slikanje - tim bolje.
[ bkaradzic @ 05.04.2005. 06:29 ] @
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Using UVAtlas

See UVAtlas functions.
http://msdn.microsoft.com/libr...dvancedTopics/UsingUVAtlas.asp

Kulturan način da se kaže RTFM. ;)


Lightmap "unwrapper" koji mi koristimo je prilično neiteligentan i praktično svaki poligon je za sebe. Da li imaš neke primere o kvalitetu UVAtlas-a? Npr. Tiny "razmotana" UVAtlas-om?
[ Reljam @ 05.04.2005. 08:13 ] @
E molim te, klikni na send feedback link u helpu, i kazi im da je Using UVAtlas topic potpuno beskoristan. :)

Bas sam hteo da uz prosli mail zakacim slike, a onda sam shvatio da kuci imam instaliran Feb SDK, a da ne mogu sada da instaliram april. Sutra cu zakaciti sa posla primere, ima nekoliko dobrih.
[ Reljam @ 05.04.2005. 08:44 ] @
Ok, ipak sam bio vredan, skinuo sam i instalirao SDK (433 KB/sec, ne znam zasto ljudi kukaju da se dugo skida ).

Samo da znas, UVAtlas se trudi da zadrzi uglove izmedju patcheva - recimo delovi leve i desne noge su paralelni, a takodje se trudi i da stvari koje su blizu na povrsi meshu budu blizu i na teksturi. Prilicno cool, zar ne?





Inace, ove slike su sa default settings-ima bez ikakvog hintovanja ili tweakovanja. Ovakav unwrap naravno sluzi za light, normal i ostale automatski generisane mape. Ocekuje se da graficari i dalje crtaju i mapiraju kako oni hoce, a da posle alat sam prebaci iz standardnog u UVAtlas mapiranje. Dobra stvar kod UVAtlas mapiranja je sto su krajnji rezultati u velikoj meri human readable.

A sada nemoj da sam te video da D3DX koristis za razvoj za neke tamo leve platforme sa uvrnutim programskim modelima i neverovatno komplikovanom sinhronizacijom izmedju threadova.
[ bkaradzic @ 06.04.2005. 06:55 ] @
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Reljam: A sada nemoj da sam te video da D3DX koristis za razvoj za neke tamo leve platforme sa uvrnutim programskim modelima i neverovatno komplikovanom sinhronizacijom izmedju threadova.

Ma šta ti pada na pamet... O;)
[ yooyo @ 06.04.2005. 18:04 ] @
Relja,

Video sam da se ljudi na nv developer forumu zale da dvostruke for petlje u pixel shaderu se ne izvrsavaju korektno. Daljom "istragom" su utvrdili da kompajler koristi isti registar za obe petlje (i unutrasnju i spoljasnju), sto nije korektno.

Interesuje me da li je to popravljeno u ovom SDK izdanju?

yooyo
[ Reljam @ 06.04.2005. 19:03 ] @
Pogledaj postove na dxdev-u, odatle dobijamo najvise bug reportova, tako da je moguce da je vec bio thread o ovome. Provericu otvorene bagove, ali najbolje je da mi posaljes repro shader ako ga imas (posalji na directx at microsoft.com). Bagovi se stalno pojavljuju i gase, tako da ne znam na koj konkretan mislis. Ukoliko te taj bag blokira u radu, posalji mail i videcemo kako mozemo da te unblockujemo.