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  • 0 posts edited
  • 13 helpful flags
  • 53 votes cast
Jan
10
comment Is * calling *= (or *= calling *) slower than writing seperate functions (for math library)?
The reason it's only generated a single multiply instruction is down to the constants you're multiplying by. A multiply by 1 does nothing, and the multiply by 2 is optimized to addl %edx, %edx (i.e. add the value to itself).
Jan
7
comment Fixed Time Step Flutter
It's worth noting that TV in the US has a frame rate of 60000/1001 which is 59.94 FPS. See blog.abelcine.com/2009/12/23/… for example.
Jan
4
comment Cubemap texturing issue D3D11 (C++)
Is the sphere you're rendering centred at the origin in local space? The parameter you pass for sampling the cubemap should be a direction.
Dec
23
comment Minimum number of moves algorithm in Java
It sounds like you might want to use a search algorithm like A* - it's not only useful for path finding.
Dec
22
answered Why loading ~250mb of compressed texture data spills Out of memory error on Windows
Nov
20
comment OpenGL vs DirectX difference from Graphics card perspective?
The hardware may require some minor extra hardware features to support both. For example, texture coordinates are upside down in OpenGL, compared to D3D. Clip space coordinates are also different.
Nov
15
comment How to avoid Walls in A*
I suspect the problem is in grid.GetNeighbours(). You might want to include the source to that function too.
Oct
11
answered Extrapolating performance on cheaper devices
Sep
24
comment How to determine vertex index using Shader Model 3 or lower?
With those restrictions, it's not possible.
Sep
22
answered How to determine vertex index using Shader Model 3 or lower?
Sep
3
answered What is the recommended way to store compressed textures in files?
Aug
11
answered WebGL - send part of texture to GPU
Jul
28
answered How to detect a collision between a isosceles trapezoid and a circle
Jul
5
answered Is computing depth in a pixel shader bad? Can I reduce fillrate by moving depth calc to vertex shader?
Jul
5
comment Is computing depth in a pixel shader bad? Can I reduce fillrate by moving depth calc to vertex shader?
DX11 will work on every PC that DX10 works on. For Vista you just need to make sure a certain update is installed. However it does that by having feature levels - some stuff will only work on a DX11 graphics card.
May
19
comment How to combine objects in a rendered scene with and without bloom effect?
There's a few options for the bright pass shader at gamedev.net/topic/632644-best-way-to-filter-for-a-bloom-effect
May
17
answered How to combine objects in a rendered scene with and without bloom effect?
May
16
answered How do mipmapping, anti-aliasing and anisotropic filtering contribute to rendering quality?
May
6
answered Grab depth buffer with unlockable D3DFORMAT
Apr
12
comment Is there a trivial way to force SDL2 to render on resolution change or regain of focus after CTRL+ALT+DEL?
Under D3D9 control-alt-del will cause a lost device. That means you lose the contents of all render targets. See msdn.microsoft.com/en-us/library/windows/desktop/…