I'm trying to develop a real time rendering method using real time acquired envmap (cubemap) for lightning. This implies that my envmap can change as often as every frame and I therefore cannot use ...
I'm implementing an adaptive tonemapper based on the standard "scale down the luminance map to a 1x1 texture" approach. This is my code following the rendering of the luminance map: //Average the ...
I'm developing a 3D multitexturing terrain engine in C# on Monogame (XNA) plateform. I would like my engine works on Windows XP or upper, so on DirectX 9c minimum. Monogame allow me to build a DirectX ...
The GenerateMips method in the ID3D11DeviceContext allows generation of mipmaps at runtime, which is fine for fully opaque textures. However, when this method is used with transparent textures that do ...