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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 …
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 …
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 …
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 …
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 …
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 …