5,373 reputation
717
bio website
location
age
visits member for 3 years, 9 months
seen Dec 15 at 1:42

Nov
14
comment How do I perform an xBR or hqx filter in XNA?
en.wikipedia.org/wiki/Hqx explains roughly how they work and has some links to implementations.
Nov
1
awarded  Custodian
Nov
1
reviewed Approve scripting tag wiki excerpt
Aug
1
awarded  Good Answer
Jun
26
comment How to determine the visibility of a single vertex, given a viewpoint?
With rasterization you only have an accurate depth value for the centre of each pixel. In addition you can have triangles which don't cover any pixel centres and therefore don't get rasterized at all.
Jun
22
answered How to determine the visibility of a single vertex, given a viewpoint?
May
13
comment Maximum audio delay before the player notices?
Don't forget that in most cases the rendered output will have some lag too, some of which will come from the monitor. It can take over 100 ms for the result of player input to be displayed on screen. See anandtech.com/show/2803
May
11
answered odd line artefacts on my screen? (C++ DirectX11)
May
3
answered Level progression starting from target total XP
Apr
13
comment How do I determine a device's default orientation?
Looks like a duplicate of stackoverflow.com/questions/4553650/…
Mar
24
comment How to prevent that a MMORPG dies when the provider ceases to provide hosting?
I suspect the legal solution would involve escrow - en.wikipedia.org/wiki/Source_code_escrow
Mar
2
awarded  Yearling
Feb
19
awarded  Enlightened
Feb
19
awarded  Nice Answer
Jan
19
answered DirectX11 pixel shader in pipeline is missing
Jan
19
comment DirectX11 pixel shader in pipeline is missing
Have you tried D3D11_CREATE_DEVICE_DEBUG?
Jan
12
answered How to draw many identical quads in WebGL efficiently?
Jan
5
answered Why do I get an access violation while reading the pixels of an SDL_Surface as follows?
Jan
2
answered Why would I lose the D3D device during an HLSL unroll?
Jan
2
comment Is setting the render target back to backbuffer supposed to take long?
8000x8000x4bpp = ~256MB just for the colour buffer. You can double that if there's a depth buffer. It might be you're running out of video memory and it's having to transfer lots of data back and forth to main memory every frame.