I’m porting the dx9 gpu fluid demo to dx11 , but i still have a problem with the pressure pass , i didn’t manage to port the iteration and blending mode in the .tfx shader, if somebody can help with that … here is the DX11 port almost working …
hi unc,
thanks. really interesting. while ago i was looking for texture-based fluid approach.
if it isn’t much ado for you could you share with us your DX9 version?
thanks unc , i also don’t understand how the pressure pass work in dx9 version
the dx11 version got an “iterastion” pin instead of “Technique pass” pin on the effect node, i’m not sure how to use it
also not sure how to port " alphablendenable = false;" to dx11 shader
@DiMiX
will post it here if i find it (may still be somewhere on my old hdd)
@sanch
yeah that pressure pass looks like kind of a hack, i don’t think it is possible right now to do the same with dx11 (but may be possible later if vux implements that:) )
and all dx11 shaders have blending disabled by default, so you don’t need that “alphablendenable = false;” part
that’s because tfx are inheriting texture format/size of the input texture, and in this patch the input was coming from framedelay node (which seems to default to R8G8B8A8_Uint,512x512)
i’ve set the texture format manually to R16_Float in the last pass in Pressure.tfx, looks better now
(altho it still defaults texture size to 512x512, so it is better to avoid putting framedelayed texture to the main input pin of tfx)