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Hodgman

Member Since 14 Feb 2007
Online Last Active Today, 04:24 PM

Reputation Earned

RepItemWhen
+3CheckstyleToday, 12:46 PM
+3So... C++14 is done :OToday, 12:42 PM
+3So... C++14 is done :OToday, 07:05 AM
+1Logged inYesterday, 06:02 PM
+1So... C++14 is done :OYesterday, 11:01 AM
+3So... C++14 is done :OYesterday, 11:01 AM
+3How to draw multiple objects with Direct3D?Yesterday, 09:07 AM
+3So... C++14 is done :OYesterday, 08:42 AM
+3So... C++14 is done :OYesterday, 07:12 AM
+3So... C++14 is done :OYesterday, 07:00 AM
+3So... C++14 is done :OYesterday, 05:43 AM
+3So... C++14 is done :OYesterday, 05:26 AM
+3So... C++14 is done :OYesterday, 04:27 AM
+3CheckstyleYesterday, 02:27 AM
+3CheckstyleYesterday, 01:58 AM
+1Voted up So... C++14 is done :OYesterday, 01:55 AM
+1Voted up CheckstyleAug 18 2014 10:24 PM
+3Why the texture blurred ? I need it keeps the same resolution of the source imageAug 18 2014 08:32 PM
+3Why the texture blurred ? I need it keeps the same resolution of the source imageAug 18 2014 07:30 PM
+1Logged inAug 18 2014 07:20 PM
+3[DX11] Constant buffers per material or per shaderAug 18 2014 07:07 PM
+3Game Development or Design?Aug 18 2014 06:59 PM
+3Loading Uncompressed TexturesAug 18 2014 06:59 PM
+3Thesis idea: offline collision detectionAug 18 2014 06:59 PM
+3How to draw multiple objects with Direct3D?Aug 18 2014 06:59 PM
+3Overhead with gl* CallsAug 18 2014 06:58 PM
+3Why does Deferred Lighting work with MSAA?Aug 18 2014 04:26 AM
+3Overhead with gl* CallsAug 18 2014 01:21 AM
+3How to draw multiple objects with Direct3D?Aug 18 2014 12:27 AM
+3Overhead with gl* CallsAug 18 2014 12:06 AM
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