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visits member for 2 years
seen Dec 30 '12 at 21:36
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the cows are here to take me home now...


Dec
30
comment Sharing a texture resource from DX11 to DX9 to WPF, need to wait for DeviceContext.Flush() to finish
Thanks, this looks promising too. All the better without a spinlock.
Sep
18
comment Sharing a texture resource from DX11 to DX9 to WPF, need to wait for DeviceContext.Flush() to finish
Works, danke schoen!
Sep
18
accepted Sharing a texture resource from DX11 to DX9 to WPF, need to wait for DeviceContext.Flush() to finish
Aug
4
asked Sharing a texture resource from DX11 to DX9 to WPF, need to wait for DeviceContext.Flush() to finish
Jul
20
comment Instancing pixel shader parameters — pass instance data through vertex shader?
Oh I see, that would also make it so that I don't have to worry about choosing a size for the vertex buffer holding all the lights. Thanks!
Jul
20
accepted Instancing pixel shader parameters — pass instance data through vertex shader?
Jul
20
comment Instancing pixel shader parameters — pass instance data through vertex shader?
I'm thinking thousands of lights, yeah.
Jul
20
asked Instancing pixel shader parameters — pass instance data through vertex shader?
Jul
16
comment Roughly how many rigid bodies can I expect to have interacting in Bullet?
Thanks, not sure why I never thought to check the demos.
Jul
16
accepted Roughly how many rigid bodies can I expect to have interacting in Bullet?
Jul
16
asked Roughly how many rigid bodies can I expect to have interacting in Bullet?
Jul
7
awarded  Tumbleweed
Jun
30
revised What's a good way to organize samplers for HLSL?
added 304 characters in body
Jun
30
asked What's a good way to organize samplers for HLSL?
Jun
25
accepted What is an acceptable GC frequency for a SlimDX/Windows/.NET game?
Jun
25
comment What is an acceptable GC frequency for a SlimDX/Windows/.NET game?
Thanks for the great answer; it makes things easier for me. I used to follow Rico's blog, but he's been pretty quiet and the CLR has changed quite a bit since he used to write.
Jun
25
asked What is an acceptable GC frequency for a SlimDX/Windows/.NET game?
Jun
19
comment What could cause a pixel shader to paint outside the lines of the vertex shader output?
Thanks, and glad you got something useful out of the question too!
Jun
19
accepted What could cause a pixel shader to paint outside the lines of the vertex shader output?
Jun
19
comment What could cause a pixel shader to paint outside the lines of the vertex shader output?
@melak47 -- Do you mind making that an answer so I can mark this question answered? What's really odd though is that I see it written vector-matrix a lot, and it seems to work fine for them....