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DeadMG
  • Member for 13 years, 5 months
  • Last seen this week
15 votes
2 answers
16k views

Shadows in deferred rendering

6 votes
3 answers
21k views

Inverting matrix in HLSL

13 votes
1 answer
3k views

Efficient path-finding in free space

3 votes
1 answer
507 views

Frustum culling with an octree: one AABB per bone or one AABB per object?

1 vote
1 answer
193 views

Why would anti-aliasing work for the debug runtime but not the retail runtime?

2 votes
2 answers
358 views

Communicating between simulation and rendering in RTS

3 votes
1 answer
1k views

Improving the efficiency of frustum culling

1 vote
3 answers
811 views

How to remotely debug a D3D9 application

0 votes
1 answer
1k views

Sphere and AABB intersection

2 votes
3 answers
2k views

RTS engine tick rate

1 vote
0 answers
1k views

Algorithm for potential fields

9 votes
2 answers
8k views

Bounding boxes in octrees

8 votes
1 answer
207 views

Implementing invisible bones

0 votes
2 answers
279 views

Unsure how to move a unit to a point

2 votes
2 answers
312 views

Grouping units in world space

0 votes
1 answer
414 views

Incorrect results for frustum cull

3 votes
2 answers
452 views

Unsure how to decide ray intersection interval

1 vote
2 answers
265 views

Direct3D9 application won't write to depth buffer

1 vote
1 answer
2k views

Drawing lines in 3D space

7 votes
1 answer
192 views

Shadowmap granularity

1 vote
2 answers
3k views

Can't get debug spew for Direct3D9

1 vote
1 answer
324 views

Using ColorFill on a depth buffer

1 vote
1 answer
1k views

Reading and writing an anti-aliased texture in Direct3D9

5 votes
7 answers
17k views

GUI for DirectX [closed]

3 votes
1 answer
578 views

D3D9 Effects- variable parameters

1 vote
2 answers
203 views

Hidden operations of the Direct3D pipeline

0 votes
1 answer
205 views

Outputting wrong colours from pixel shader in Direct3D

1 vote
2 answers
3k views

Creating a full-screen window in Windows API

4 votes
1 answer
4k views

WM_PAINT and Direct3D

1 vote
1 answer
682 views

Output from vertex shader in D3D9