I\'ve been tuning my game\'s renderer for my laptop, which has a Radeon HD 3850. This chip has a decent amount of processing power, but rather limited memory bandwidth, so I\'ve been trying to move mo
Is it possible to use a pixel shader inside 开发者_运维技巧a sprite? I have create a simple pixel shader, that just writes red color, for
I have a running 3D engine built in D3D (via SlimDX). To avoid interupting the rendering pipeline I have batched together many objects with the same material into bigger meshes (to reduce state switch
I\'m using the standard .fbx importer with custom shaders in XNA. The .fbx model is UV wrapped properly and is textured appropriately when I use BasicEffect. However when I use my custom effect I have
Reading the GLSL 1.40 specification: Fragment outputs can only be float, floating-point vectors, signed or
From this site: http://www.catalinzima.com/?page_id=14 I\'ve always been confused about how the depth map is calculated.
I am writing Windows Hooks for DirectX 6.1. I want to intercept calls for EMBM (Environment Mapped Bump Mapping) and pass the data to own bump shader, so application which depend on EMBM will work cor
I\'m currently using a VBO for the texture coordinates, normals and the v开发者_Python百科ertices of a (3DS) model I\'m drawing with \"glDrawArrays(GL_TRIANGLES, ...);\". For debugging I want to (temp
does anyone know an implementation of the inverse FFT in HLSL/GLSL/cg ... ?开发者_运维知识库 It would save me much work.