| bio | website | thinkui.co.uk |
|---|---|---|
| location | Little Thetford, United Kingdom | |
| age | 46 | |
| visits | member for | 1 year, 10 months |
| seen | Apr 15 at 19:03 | |
| stats | profile views | 12 |
I run a user interface development and consultancy company called Think ui based near Cambridge in the UK, having previously been involved in UI consultancy and outsourced development with another company for many years, specializing in UI, UX and graphic design.
|
Aug 10 |
awarded | Teacher |
|
Aug 9 |
answered | How do you stop an Ogre PSSM shader from creating unwanted or blocky shadows due to large 'world size' |
|
Aug 9 |
comment |
How do you stop an Ogre PSSM shader from creating unwanted or blocky shadows due to large 'world size' Thanks. PSSM or Parallel-Split Shadow Mapping is already a cascaded shadow map technique. Also, changing the resolution of the maps, or their split distances doesn't affect the problem in hand. |
|
Aug 8 |
asked | How do you stop an Ogre PSSM shader from creating unwanted or blocky shadows due to large 'world size' |
|
Jul 28 |
awarded | Scholar |
|
Jul 28 |
accepted | How to determine the maximum supported level of anisotropic filtering for a graphics card |
|
Jul 27 |
awarded | Supporter |
|
Jul 27 |
awarded | Student |
|
Jul 27 |
asked | How to determine the maximum supported level of anisotropic filtering for a graphics card |
|
Jul 27 |
awarded | Autobiographer |