Jump to content

Search the Community

Showing results for tags 'structuredbuffer'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome to UNIGINE Forums
    • News & Announcements
    • Getting started
  • Development
    • Content Creation
    • World Design
    • Rendering
    • Animation
    • Physics, Navigation and Path Finding
    • UI Systems
    • Sound & Video
    • Editor
    • C++ Programming
    • C# Programming
    • Networking
    • Sim IG (Image Generator)
    • VR Discussions
    • General
  • Improving UNIGINE
    • Documentation
    • Feedback for UNIGINE team
    • Bug Reports
    • Unigine SDK Beta feedback
  • Community
    • Add-on Store (https://store.unigine.com/)
    • Showcase
    • Collaboration
    • Tools, Plugins, Materials & Tutorials
    • General Discussions
  • Legacy
    • UnigineScript

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Found 2 results

  1. Hello, it seems to me that the material API and the material file offers only support for Textures and Uniform/Constant buffers as shader resources. It would be great if support for Structured Buffers could be added, i.e. for the material file the following xml tag: <structuredBuffer unit="43" name="myBufferData"/> and for the Material API the following methods: void setStructuredBuffer( int num, const Ptr<StructureBuffer> & structBuffer); Ptr<StructureBuffer> getStructuredBuffer( int num ); Many thanks, Helmut
  2. Hello, I would like to write the vertices from a ObjectMeshSkinned into a StructuredBuffer (with bone transforms and blend shapes applied) for further processing. I need to do that per frame and I found that doing that on the CPU with getSkinnedVertex() and getSkinnedTangent() is too slow unfortunately. The best place to do that seems to me to 'intercept 'the skinned vertices in a VertexShader, which writes them to a structured buffer through an unordered access view. I have tried to utilise the Object::render() method for that purpose, but it seems this method doesn't trigger any draw calls: Game* game = Game::get(); auto player = game->getPlayer(); auto camera = player->getCamera(); texturerender->enable(); texturerender->setUnorderedAccessBuffer(1, structuredBuffer); texturerender->setColorTexture(0, texture); objMeshSkinned->render(Render::PASS_AUXILIARY, 0); //viewport->renderNode(camera, objMeshSkinned->getNode()); works but I don't get the structured buffer bound as unordered access view texturerender->disable(); I have tried with other render passes as well. (Shaders are not modified yet, I first want to check if the structured buffer is bound as unordered access view somewhere) Many thanks and cheers Helmut
×
×
  • Create New...