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Justin William Stanley Bryant's user avatar
Justin William Stanley Bryant's user avatar
Justin William Stanley Bryant's user avatar
Justin William Stanley Bryant
  • Member for 8 years, 7 months
  • Last seen more than 3 years ago
3 votes

Is it ok to mix shader types?

3 votes
Accepted

SharpDX Texture to Image in C#

3 votes

Direct3D11 Reading from (Static) Index Buffer

2 votes
Accepted

Sampled texture renders dark

2 votes

DirectX11 - Texturing Terrain Mesh with Shared Vertices

2 votes
Accepted

Accessing cbuffer values in other functions

2 votes

Directx 11 How to set Texture2D in constant buffer

2 votes

Using LibGDX, is it necessary to clip what I'm rendering for efficiency?

2 votes
Accepted

Is using Spherical Harmonics still viable as a technique nowadays?

2 votes

What are the practical limitations of using XNA?

2 votes
Accepted

Debugging .FX files in Visual Studio not working

1 vote

how are the vertex properties of meshpart decided based on model format in xna

1 vote
Accepted

Occlusion culling of BV tree nodes behind terrain

1 vote

XNA / MonoGame - render transparent background using stencil buffer problem (3d)

1 vote

What is the best method to share the projection matrix and view matrix with all graphic entity shaders in a custom game engine?

1 vote

Should a wall be created as a plane or as a box?

1 vote

How do i define array in shader's constant buffer with C#?

1 vote

Is it possible with DirectX11 to have pixel shader output an integer rather than float4?

1 vote

HLSL mipmapping not working

1 vote
Accepted

Texture color change not working on custom effect

1 vote
Accepted

Procedural generation of heightmap for non rectangular surface

1 vote
Accepted

How can i solve this artifact in CSM

1 vote

How to project textures onto an animated model?

1 vote
Accepted

Storing large amounts of voxels in file

1 vote
Accepted

Why is my render engine only rendering one frame?

1 vote

Layered UI architecture

1 vote

Off-Screen Image processing with SharpDX

1 vote
Accepted

Measure elapsed gpu time of draw call

1 vote

Storing rendering data for voxel game 1 VAO and VBO or 1 for every chunk

1 vote
Accepted

Any Code Based Driver Optimizations for Far-Object Rendering?