Search:

Type: Posts; User: NaitorStudios; Keyword(s):

Search: Search took 0.02 seconds.

  1. Replies
    30
    Views
    3,238

    The tileset thing doesn't seem too intensive, it...

    The tileset thing doesn't seem too intensive, it just use basic math, 2 lines of code.
    I think you would still need to specify the texture size (which is the same as tileset size), so it doesn't...
  2. Replies
    30
    Views
    3,238

    Oh, sorry, it was a mistake I didn't knew...

    Oh, sorry, it was a mistake I didn't knew actually, the order of declaration of pixel size does matter, but doesn't eliminate a issue I had with these in the past.
    It's fixed now. Oddly enough it...
  3. Replies
    30
    Views
    3,238

    As far as I know, that's a issue of the...

    As far as I know, that's a issue of the parameters that returns the pixel size on DX11, which might act weird when applied to a layer/frame.
    There's nothing I can do without adding a parameter where...
  4. Replies
    30
    Views
    3,238

    Oh great, it works now, thanks for helping with...

    Oh great, it works now, thanks for helping with this, I always learn a lot from these situations.
    Been fun porting shaders to DX11, I've been doing it for a while, and there's a few original shaders...
  5. Replies
    30
    Views
    3,238

    I just tested the example that comes with the...

    I just tested the example that comes with the shaders, so that might have something messing with it, I'll check once I get home
  6. Replies
    30
    Views
    3,238

    I like what you did there, but it didn't worked...

    I like what you did there, but it didn't worked for the middle hole, it's shows just a circle for me...

    In.Tint is actually the RGB/Blend Coef data by the looks of it, unfortunately DX9 lacks...
  7. Replies
    30
    Views
    3,238

    I don't think it's crashing because of the...

    I don't think it's crashing because of the shader, it's most likely a font incompatibility, specially on active system box.
    About the shader, if you had my previous port, delete...
  8. Replies
    30
    Views
    3,238

    It should work fine, I just removed the...

    It should work fine, I just removed the parameters from the ColorWheel cause that wasn't really necessary.
  9. Replies
    30
    Views
    3,238

    Well, I've updated all to match, but I'm not sure...

    Well, I've updated all to match, but I'm not sure if I used fPixelWidth and fPixelHeight correctly here...
  10. Replies
    30
    Views
    3,238

    1- Was a left over, I've tried using it somehow...

    1- Was a left over, I've tried using it somehow but didn't helped, yeah, in fact, multiplying rgb by alpha seems to fix the alpha but messes up the colors.

    2- Just a habit, but doesn't make any...
  11. Replies
    30
    Views
    3,238

    @wuxuechen here's the thing, after a lot of pain...

    @wuxuechen here's the thing, after a lot of pain with the ColorWheel, I got it all working.
    BUT, ColorWheel simply refused to work correctly on DX11 premultiplied mode, so I had to make a innacurate...
  12. Replies
    30
    Views
    3,238

    That's quite a lot, but sure, I'll do it tomorrow.

    That's quite a lot, but sure, I'll do it tomorrow.
  13. Replies
    30
    Views
    3,238

    Here ;) This one wasn't so hard, just time...

    Here ;)
    This one wasn't so hard, just time consuming.
Results 1 to 13 of 13