1
vote
2answers
279 views

Fast fullscreen quad rendering in Direct3D 11?

For the last few weeks, I've been trying to port a DX9 implementation of HDR rendering (tone mapping, bloom, stars, etc.) over to DX11. I believe I've got all features working but I'm not getting good ...
4
votes
1answer
330 views

Can an existing game be optimised by converting it to use cel-shading?

I assume it's possible to cel-shade existing games through API interception. If done properly, could this be used as a rendering optimization technique? This means rather than doing the cel-shading ...