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Archy's user avatar
Archy's user avatar
Archy's user avatar
Archy
  • Member for 11 years, 6 months
  • Last seen more than 2 years ago
  • Munich, Germany
8 votes
Accepted

How can I pass an array of floats to the fragment shader using textures?

7 votes
Accepted

HLSL Circle all white

6 votes
Accepted

Issue with interpolation on a burn shader (lerp and smoothstep)

5 votes
Accepted

Computing pixel's screen position in a vertex shader: right or wrong?

5 votes
Accepted

how to organize rendering

5 votes
Accepted

Multiply mode in SpriteBatch

4 votes

convert orientation vec3 to a rotation matrix

4 votes

Anti-Aliasing in Java

3 votes

How to check whether a ray cast hits a specific side of an object?

3 votes
Accepted

SDL Access Violation

3 votes

Why not use vectors to represent orientation?

3 votes
Accepted

Points around a circumference C#

3 votes
Accepted

VBO and shaders confusion, what's their connection?

3 votes
Accepted

Is it normal that "Game.Run" in XNA uses a lot of resources?

3 votes

Why is there such a problem to create realistic eyes in games?

2 votes
Accepted

Allegro 5 compiling with GCC on mac

2 votes

Diamond shaped selection on a staggered iso map

2 votes

Sprites rendering blurry with velocity

2 votes
Accepted

Loading Texture2D is extremly slow on XBOX360

2 votes
Accepted

Unity3D draw call optimization : static batching VS manually draw mesh with MaterialPropertyBlock

2 votes
Accepted

How to transform a subset of a vertex in a vertex buffer?

1 vote

Making a Camera look at a target Vector

1 vote
Accepted

fragment shader with SNORM textures

1 vote
Accepted

Light following me around the room. Something is wrong with my shader!

1 vote

how to load normals for a model from texture2d?

1 vote
Accepted

How to implement input-texture limited alphablending of 2 textures with HLSL?

1 vote

Unity: scaling and animations

1 vote

Batching and Z-order with Alpha blending in a 3D world

1 vote

Deferred decals normal problem

1 vote

vertices, better to have more but draw a smaller area or less but expand a larger area