| bio | website | twitter.com/otac0n |
|---|---|---|
| location | Seattle, WA | |
| age | 27 | |
| visits | member for | 2 years, 7 months |
| seen | Nov 15 '12 at 19:22 | |
| stats | profile views | 28 |
I'm a father, a lover, a programmer and a guitarist.
Twitter: http://twitter.com/otac0n


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Nov 14 |
awarded | Popular Question |
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May 29 |
awarded | Autobiographer |
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Feb 16 |
awarded | Critic |
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Jan 4 |
awarded | Yearling |
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Jan 4 |
awarded | Editor |
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Jan 4 |
revised |
How can I unit test rendering output? added 88 characters in body |
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Jan 4 |
comment |
What are these rendering artifacts and how can I fix them? Well, My near plane is set to 0.01, and my far plane is set to about 300 units. I find it funny that this is only happening when I move away from the origin. |
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Jan 4 |
asked | What are these rendering artifacts and how can I fix them? |
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Jan 4 |
answered | How can I unit test rendering output? |
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Jan 2 |
awarded | Teacher |
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Jan 2 |
answered | How do I disable texture filtering for sprite scaling in XNA 4.0? |
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Dec 31 |
accepted | How would I go about using FXAA in XNA? |
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Dec 31 |
comment |
How would I go about using FXAA in XNA? I haven't quite gotten to a point where I can test it, but I'll accept anyways. |
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Dec 30 |
comment |
How would I go about using FXAA in XNA? Excellent, thank you. This is exactly what I'm looking for. I believe that the reference implementation is in GLSL, so I may ask another question to get help re-implementing it in HLSL. Thanks again! |
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Dec 30 |
asked | How would I go about using FXAA in XNA? |
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Dec 30 |
awarded | Scholar |
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Dec 30 |
accepted | Depth Buffer not working in XNA? |
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Dec 30 |
awarded | Student |
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Dec 30 |
answered | Depth Buffer not working in XNA? |
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Dec 30 |
asked | Depth Buffer not working in XNA? |