I\'m following a DirectX Tutorial with very little knowledge of C++ on Visual C++ 2010. I know enough to follow/understand everything up to this far, but now I\'m trying to include a HLSL shader. I ha
I haven\'t been able to find the documentation for this, but it\'s probably prett开发者_C百科y simple.I have a pixel shader which needs variables to be updated.The only thing I\'ve come close with is
Say I wanted to downsample an image in realtime (1280x720) to a very small scale (16x16) and not suffer from \"dancing\" pixels when the image moves, which technique would I use?
What is the difference between uniforms and constant buffers? Are they completely separate or can the uniforms be seen as in a constant buffer?In other words, if you want to set a uniform, do you nee
When I was reading this article on Projective Texturing (9.3.2) on nvidia, I came across this graph: (source: nvidia.com)
I\'ve been looking everywhere and all I can find are tutorials on writing the shaders. None of them showed me how to incorporate them into my scene.
I would basically like to screen开发者_JAVA技巧 capture a GPU result into a bitmap file using .NET. I would probably use XNA and my workflow would be something like:
I\'ve got a pixelshader (below) that i\'m using with XNA. On my laptop (crappy graphics card) it runs a little jerky, but ok. I\'ve just tried running it on the xbox and it\'s horrible!
I\'m currently learning HLSL with XNA, I figured the best place to start after tutorials would be some simple 2D shaders. I\'m attempting t开发者_高级运维o implement a simple lighting shader in 2D.
I found this link which explains a little about pcf shadow mapping. I looked through the code sample provided and I cannot work out what the offset array is. I\'m assuming it is an array of float2 and