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21h
awarded  Notable Question
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awarded  Notable Question
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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