János Turánszki's user avatar
János Turánszki's user avatar
János Turánszki's user avatar
János Turánszki
  • Member for 10 years, 5 months
  • Last seen more than a week ago
8 votes

How can I draw a shadow under my character?

6 votes
Accepted

XNA, how to draw two cubes standing in line parallelly?

5 votes

Lasers in 3D space game

5 votes
Accepted

Is DirectX free for commercial use?

5 votes
Accepted

Why does my machine render OpenGL using my onboard chipset instead of my graphics card?

4 votes

How do I make a sprite appear to sway with the wind?

4 votes
Accepted

Gamma Space and Linear Space with Shader

4 votes
Accepted

How to draw non-triangulated mesh?

4 votes
Accepted

Why is anti aliasing not being applied to my 2D objects in Unity?

4 votes
Accepted

HLSL MipMap sampling in pixel shader

3 votes
Accepted

Transformation problems with hardware instancing in DirectX 11

3 votes
Accepted

D3D11 Can only Pixel Shader and Compute Shader stages write to buffers?

3 votes
Accepted

XNA How to change the sprite texture to white color

3 votes
Accepted

Tile textures on 3D models. HLSL shader code maybe?

3 votes

How do I draw a full screen quad in DirectX 11?

3 votes

procedural generation - deterministic or not? (No man's sky)

3 votes
Accepted

Multiplying matrices in HLSL

2 votes

Tutorial text without annoying user?

2 votes
Accepted

Easiest way to smoothen coarse mesh with HLSL?

2 votes
Accepted

Converting Projected Vertex Positions to Normalized Device Coordinates

2 votes
Accepted

Should I use different input layout for meshes (vertices) with and without normal maps?

2 votes
Accepted

Properly rendering transparent areas of textures

2 votes
Accepted

XNA texture garbage collection

2 votes
Accepted

Shadow mapping. I don't understand what to do after creating the depth texture

2 votes
Accepted

Drawing in a static location when using a camara transform

2 votes
Accepted

Load Meshes with Bullet Physics

2 votes
Accepted

CubeMap - Why size of skybox cube has no effect?

2 votes
Accepted

HLSL Shadowmap shader for large scale environments

2 votes

Deferred Rendering and skeletal animation

2 votes
Accepted

PBR How to correcly use standard lighting and IBL

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