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MJP

Member Since 29 Mar 2007
Offline Last Active Yesterday, 07:57 PM

Reputation Earned

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+1Logged inYesterday, 07:57 PM
+1Logged inYesterday, 12:18 AM
+1Logged inSep 28 2016 06:09 PM
+1Voted up Stencil Write with Clip/DiscardSep 27 2016 07:26 PM
+1Logged inSep 27 2016 07:17 PM
+3Draw normal geometry and wireframe geometry in the same passSep 27 2016 01:40 PM
+1Logged inSep 27 2016 01:14 AM
+3Direction to point for lighting purposesSep 26 2016 07:07 PM
+3Direction to point for lighting purposesSep 26 2016 04:30 PM
+3Draw normal geometry and wireframe geometry in the same passSep 25 2016 11:12 PM
+3Draw normal geometry and wireframe geometry in the same passSep 25 2016 11:10 PM
+1Logged inSep 25 2016 11:05 PM
+1Logged inSep 24 2016 09:08 PM
+1Voted up Get pixel's locationSep 24 2016 03:39 PM
+1Logged inSep 23 2016 06:12 PM
+3Spherical Harmonics CubemapSep 23 2016 05:33 AM
+3Spherical Harmonics CubemapSep 23 2016 05:33 AM
+1Logged inSep 22 2016 10:20 PM
+1Logged inSep 22 2016 03:25 PM
+3Yet another BoundingFrustum-ThreadSep 21 2016 11:10 AM
+1Logged inSep 20 2016 12:28 AM
+1Logged inSep 18 2016 11:09 PM
+3Set vertex position in Domain Shader with Height Map textureSep 18 2016 05:07 AM
+1Voted up Physically Based RenderingSep 18 2016 12:08 AM
+1Logged inSep 18 2016 12:07 AM
+1Voted up 3D Manipulators/Gizmos in DirectXSep 17 2016 05:04 PM
+1Voted up 3D Manipulators/Gizmos in DirectXSep 17 2016 05:04 PM
+1Voted up Set vertex position in Domain Shader with Height Map textureSep 17 2016 04:59 PM
+3How to calculate normals for deferred rendering + skinned mesh?Sep 17 2016 11:27 AM
+3Cannot enable 4X MSAA Anti-Aliasing DirectX11Sep 17 2016 07:25 AM
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