Generally speaking; the order of different stages in a workflow. One example is the order in which certain methods and tools are used when graphical assets for games are produced and then imported into the game engine. Another example is the order in which graphical information is processed inside ...

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69 views

Details of what GPU actually do when clipping in 4D homogeneous space?

I am learning programmable rendering pipeline by implementing a tiny software renderer. I try to implement it in a 'hardware' style. However, I am not familiar with the GPU pipeline and got some ...
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0answers
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Why does reverse depth buffering provide more precision? (with DXGI_FORMAT_D24_UNORM_S8_UINT Datatype layout)

I lately came around methods optimizing the use of the depth buffer, as the easiest solution reverse depth buffering is mentioned but I cannot wrap my head around why I would be gaining a better depth ...
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Illegal characters in Path: Error while building SpriteFont MonoGame 3.4

I used XNA for a long time everything was working fine, but now with the new MonoGame thing they added a GUI for Content Managing, and I found it pretty cool but it doesn't work like intended. I'm ...