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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, 8 months
  • Last seen more than 4 years ago
1 vote
Accepted

Any Code Based Driver Optimizations for Far-Object Rendering?

0 votes

Render an mesh topmost

2 votes
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Sampled texture renders dark

0 votes
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Tile-Based Deferred Lights Flicker

1 vote
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Measure elapsed gpu time of draw call

1 vote

Off-Screen Image processing with SharpDX

1 vote

Layered UI architecture

2 votes

DirectX11 - Texturing Terrain Mesh with Shared Vertices

3 votes
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SharpDX Texture to Image in C#

0 votes
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Off screen image Direct3D processing with SharpDX, pixel shader and C#

1 vote

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

3 votes

Direct3D11 Reading from (Static) Index Buffer

1 vote
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Why is my render engine only rendering one frame?

1 vote
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Storing large amounts of voxels in file

1 vote

How to project textures onto an animated model?

2 votes

Directx 11 How to set Texture2D in constant buffer

2 votes
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Accessing cbuffer values in other functions

0 votes

Best way to create a Chromadepth shader for unity?

0 votes
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Data overwritten in MapSubresource() method

0 votes

Stopping player from spamming movement keys which causes glitches Unity C#

0 votes
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DirectX 11 Predication(Occlusion culling)

0 votes

How to compile shader files in UWP

2 votes

What are the practical limitations of using XNA?

0 votes
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Deferred Shading and material ID

0 votes
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How to use dynamic resources with SharpDX by detail?

0 votes

Implementation details of Command Pattern in conjunction with Entity Component System

1 vote

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

0 votes

Difference in Shading Using Eye Space or Model Space Coordinates

1 vote
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How can i solve this artifact in CSM

1 vote
Accepted

Procedural generation of heightmap for non rectangular surface