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Sep 17, 2014 at 9:28 vote accept Duckdoom5
Sep 16, 2014 at 16:00 answer added Nathan Reed timeline score: 4
Sep 15, 2014 at 9:36 history edited Duckdoom5 CC BY-SA 3.0
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Sep 15, 2014 at 9:32 comment added Duckdoom5 @NathanReed I've edited my post, hope its more clear like this.
Sep 15, 2014 at 9:29 history edited Duckdoom5 CC BY-SA 3.0
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Sep 15, 2014 at 8:37 comment added Duckdoom5 @Nathan the 'correction' is flipping the faces that are rendered in the wrong way. I'll add some more info( that can be found in the article) in the op later today. I'll also remove the other post. Sorry for violating the rules.
Sep 15, 2014 at 1:36 comment added Nathan Reed Also, I saw you cross-posted this to Stack Overflow. That's frowned upon - you should pick the site best suited to the question (which is this one) and post it only there.
Sep 15, 2014 at 1:33 comment added Nathan Reed What is "the anisotropy correction"?
Sep 14, 2014 at 21:51 history edited Duckdoom5 CC BY-SA 3.0
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Sep 14, 2014 at 21:50 comment added Duckdoom5 yes, I know you can set culling to back face culling or front face culling (or none) but that doesn't solve the problem. because of the way ambient occlusion works, you have to flip some of the the faces. that means some will need backface culling and some will need frontface culling. There comes the problem cus they are meshed together as a "chunk" meaning all data is merged. This guy in the article was talking about polygon culling but I could not find anyting about that
Sep 14, 2014 at 17:50 comment added János Turánszki You can set up culling hovewer you want in DirectX. You will find it in the Rasterizer state settings, but I can't say more without knowing more details.
Sep 14, 2014 at 13:36 history asked Duckdoom5 CC BY-SA 3.0