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  • 0 posts edited
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Dec
12
revised Insufficient memory on creating vertex buffers
added 201 characters in body
Feb
14
revised What's the best way of transforming a 2D vector into the closest 8-way compass direction?
added 408 characters in body
Feb
14
revised What's the best way of transforming a 2D vector into the closest 8-way compass direction?
added 408 characters in body
Sep
7
revised A Quick HLSL Question (How to modify some HLSL code)
added 269 characters in body
Feb
3
revised Is my StatisticManager idea overkill?
added 379 characters in body
Feb
3
revised Is my StatisticManager idea overkill?
added 379 characters in body
Feb
3
revised Is my StatisticManager idea overkill?
added 379 characters in body
Jan
7
revised Why even use shaders?
added 8 characters in body
Dec
5
revised A simple map, four biomes, and how to distribute them
deleted 70 characters in body
Dec
5
revised A simple map, four biomes, and how to distribute them
added 9 characters in body
Dec
5
revised A simple map, four biomes, and how to distribute them
added 1137 characters in body
Dec
2
revised Fire range arc behind buildings
deleted 5 characters in body
Nov
18
revised Where to start when building a 3D terrain editor?
deleted 1 characters in body
Nov
15
revised Determine corners of a specific plane in the frustum
added 32 characters in body
Nov
15
revised Determine corners of a specific plane in the frustum
added 163 characters in body
Nov
9
revised How does one avoid hundreds of copies into a vertex buffer each frame?
added 215 characters in body
Nov
9
revised How does one avoid hundreds of copies into a vertex buffer each frame?
added 215 characters in body
Nov
8
revised How does one avoid hundreds of copies into a vertex buffer each frame?
deleted 100 characters in body
Oct
20
revised How do I implement anti-aliasing in OpenGL?
added 347 characters in body
Oct
20
revised How do I implement anti-aliasing in OpenGL?
added 76 characters in body