| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 1 year, 7 months |
| seen | Nov 20 '12 at 23:52 | |
| stats | profile views | 19 |
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Mar 13 |
asked | D3DX11CreateShaderResourceViewFromFile returns E_FAIL |
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Mar 4 |
accepted | Why does my game not update unless I'm moving the mouse? |
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Mar 4 |
comment |
Why does my game not update unless I'm moving the mouse? Interesting, I must have read somewhere that PeekMessage was no longer needed, and that's why I didn't use it. I guess whatever I read wasn't about games. |
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Mar 3 |
asked | Why does my game not update unless I'm moving the mouse? |
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Mar 1 |
awarded | Popular Question |
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Feb 28 |
accepted | Managing Shaders and Objects in DirectX 11 |
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Feb 28 |
comment |
Managing Shaders and Objects in DirectX 11 I never thought about it that way, that's a really good idea! Thanks :) |
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Feb 27 |
asked | Managing Shaders and Objects in DirectX 11 |
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Jan 6 |
awarded | Commentator |
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Jan 6 |
accepted | How to fix odd artifacts at the edges of textures in DirectX 11? |
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Jan 6 |
comment |
How to fix odd artifacts at the edges of textures in DirectX 11? Oh, thank you! I was using Wrap, not Clamp, and now it works. |
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Jan 5 |
asked | How to fix odd artifacts at the edges of textures in DirectX 11? |
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Jan 4 |
accepted | Real-Time Terrain Deformation |
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Jan 2 |
comment |
Real-Time Terrain Deformation This looks good, I'll have to try it out after I solve some shader issues I have. My current terrain is 1024x1024, split into 128x128 sections, which are themselves split into 16x16 sections. So it should be easy for me to implement this. |
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Jan 2 |
comment |
Real-Time Terrain Deformation @Byte56 Well, I'm confused by this. Is it possible to create a mesh with no y values, then in the vertex buffer translate the values accordingly? |
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Jan 1 |
asked | Real-Time Terrain Deformation |
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Dec 20 |
answered | How can I convert an OBJ model into arrays of vertices and indices? |
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Dec 20 |
revised |
How can I convert an OBJ model into arrays of vertices and indices? added 9334 characters in body |
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Dec 20 |
comment |
How can I convert an OBJ model into arrays of vertices and indices? I'm pretty sure its an indexing error, I just don't know how to fix it. I did not know that indices started at zero though. When I load a cube, it only renders 2 triangles. I'm using Milkshape 3D to model, and as far as I know there are only triangles. The model file only contains faces with three vertices. |
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Dec 20 |
asked | How can I convert an OBJ model into arrays of vertices and indices? |