CUDA Compile Error MSB3721 with Exit Code 1
So I finally decided to play with CUDA a bit. I love Visual Studio, so I created a CUDA project in VS2012(CUDA SDK doesn't support VS2013 yet) and tried to compile it. But uhoh.. I got this error:
I have been looking into voxel editing stuff on and off recently, and this is a short(or long) list of practical lessons I learned. All the factual information presented here is already available online. I'm just gathering and summarizing them here with my 2 cents.
What is RGBM? Using a fat buffer(16 bit-per-channel) is the most intuitive way to store a HDR render target, but it was too slow and it used too much memory, so we decided to encode(pack) it into a 8 bit-per-channel buffer. There are different packing methods, but I believe the most widely used method was RGBM. (also this link has a nice summary of LogLUV too, so give it a read if you are not familiar with this topic at all)
So mipmaps are often blurry and artists think we are bunch of morons making their awesome artwork so blurry.. :-) You know, most of the time we see lower mips all the time in the game. It depends on camera settings, but I found it's very rare that we see highest mip in most of the games out there.
I've been using XNA since the beginning. I liked this platform a lot because it allows me to write something that runs both on PC and Xbox 360. And it is even possible to monetize your games on Xbox 360 Indie Games channel. However, the importance of XNA games on Xbox Live turned out to be very minimal, and MS changed XNA a lot to support Windows Phone 7.0. From that moment, (XNA 4.0 I believe), XNA became somewhat awkward. PC and Xbox 360 became second-class citizens, i think.
Definition of Shader The very first question I used to get in my class was "what the heck is shader?" Looking back, I also asked this same question when I heard about shader first few times, but no one was able to give me the one sentence explanation that made sense to a noob like me. I eventually figured it out, and I think the following sentence is the easiest way to define what shader is.