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C++ is a statically typed, free-form, multi-paradigm, compiled, general-purpose programming language.

-1 votes
1 answer
236 views

Directly accessing member variables vs inline accessor functions [closed]

I'm currently developing a game but am curious about a performance comparison. Should I be declaring my class member variables public and access them directly, or should they be left private and acces …
T. Elliott's user avatar
0 votes
1 answer
583 views

DirectX 11 generate normals for tessellated triangles

I've spent a couple days looking for an answer to this - How can I access the newly created triangles of tessellation and generate normals for them? I've followed much of the shader code from the foll …
T. Elliott's user avatar
0 votes
Accepted

DirectX 11 generate normals for tessellated triangles

So after some further testing and research it is true that I am accessing the normals for the newly generated triangles - they are simply the same as the input normals because you need to calculate th …
T. Elliott's user avatar
0 votes
Accepted

DirectX depth/order render issue

DMGregory was right - setting the w coordinate to 1.f was causing the problem. I was able to fix it by changing it to 0.f, or alternatively only changing output.vPosition.xyz. If anyone has an explana …
T. Elliott's user avatar
0 votes
1 answer
257 views

DirectX depth/order render issue

I have what appears to be a depth or order rendering problem which I have never seen happen before. My terrain and water are rendered with my displacement shader, and at the moment all other models ar …
T. Elliott's user avatar
0 votes
1 answer
2k views

God rays shader - Trouble with sun position

I have found a shader that I like here: https://www.shadertoy.com/view/4dyXWy The code for the fragment shader from the link above is: #define DITHER //Dithering toggle #define QUALITY …
T. Elliott's user avatar