I\'m building a compiler with reflection.emit in my spare time, and i\'ve come to a problem that i\'m not understanding.
I am wanting to write to a texture from my directX 11 compute shader. However I have no idea how to display this onto 开发者_如何学Pythonthe screen nor am I sure what sort of buffer I should be using
I am currently learning GLSL.It would seem that once you learn one of the shader languages, learning one of the others would not be too difficult.Is it something analogous to learning a widget toolset
What is the sort algorithm with fewest number of operations? I need to implement it in HLSL as part 开发者_Go百科of a pixel shader effect v2.0 for WPF, so it needs to have a really small number of ope
How could I implement a bleach bypass shader effect for WPF? I\'m also interested in the possibility of implementing the first two Tehnicolor 开发者_如何学运维Film Processes, or any variety that would
How can I efficiently calculate the sum of all pixels in an image, by using a HSLS pixel shader? I\'m interested in Pi开发者_开发问答xel Shader 2.0, that I could invoke as a WPF shader effect.There is
I am having issues passing values to my shader. My application compiles fine, but my cube object won\'t shade. Below is majority of my code.
I want to use the contents of a vector of D3DXMatrices to my shader. m_pLightMatrices->SetMatrixArray(¤tLightMatrices[0].m[0][0],0,numLights);
I am facing a task where one of my hlsl shaders require multiple texture lookups per pixel. My 2d textures are fixed to 256*256, so two bytes should be sufficient to address any given texel given this
I am currently working on a little graphics demo (using DirectX) which is primarily based around an HLSL shader I am working on. Using the D3DX10CreateEffectFromFile I am loading (and compiling the sh