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  • 0 posts edited
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  • 52 votes cast
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/…
Mar
31
comment What is the cause of these WaitForFPS spikes and dips?
Does answers.unity3d.com/questions/239193/… help?
Mar
26
awarded  Necromancer
Mar
2
awarded  Yearling
Feb
21
answered What version of OpenGL should I target for Steam?
Feb
21
comment What version of OpenGL should I target for Steam?
Which platform(s) do you plan on supporting? PC? Mac? Linux?
Dec
20
comment How can I load raw Bayer images using OpenGL?
There's an OpenGL shader tutorial at nehe.gamedev.net/article/glsl_an_introduction/25007
Dec
19
answered How can I load raw Bayer images using OpenGL?
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.