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MJP

Member Since 29 Mar 2007
Offline Last Active Today, 04:36 PM
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+1Logged inYesterday, 06:07 PM
+1Voted up Reading linearized Texture as sRGB, then doing Gamma conversion: Different resultYesterday, 02:47 PM
+1Voted up Reading linearized Texture as sRGB, then doing Gamma conversion: Different resultYesterday, 02:47 PM
+1Voted up Reading linearized Texture as sRGB, then doing Gamma conversion: Different resultYesterday, 02:47 PM
+3Orthographic-like billboards in perspective projection?Yesterday, 08:24 AM
+1Logged inJul 30 2014 06:07 PM
+3MSAA custom sampling patternJul 30 2014 03:52 PM
+3Getting around non-connected vertex gaps in hardware tessellation displacement mappingJul 30 2014 03:04 AM
+3MSAA in Deferred shadingJul 29 2014 06:34 PM
+1Logged inJul 29 2014 06:15 PM
+3MSAA in Deferred shadingJul 29 2014 05:39 PM
+3MSAA in Deferred shadingJul 29 2014 04:54 PM
+1Voted up [CSM] Cascaded Shadow Maps split selectionJul 29 2014 03:36 PM
+1Voted up MSAA in Deferred shadingJul 29 2014 03:15 PM
+1Voted up MSAA in Deferred shadingJul 29 2014 03:15 PM
+1Voted up MSAA in Deferred shadingJul 29 2014 03:15 PM
+1Voted up What is a uber shader?Jul 29 2014 03:14 PM
+1Voted up What is a uber shader?Jul 29 2014 03:14 PM
+1Voted up What is a uber shader?Jul 29 2014 03:14 PM
+1Logged inJul 29 2014 03:11 PM
+3SamplerState in code or HLSL?Jul 26 2014 05:11 AM
+3Rendering ArchitectureJul 25 2014 02:52 PM
+3Dx11 math and matricesJul 25 2014 03:13 AM
+3SamplerState in code or HLSL?Jul 24 2014 01:11 PM
+1Voted up SamplerState in code or HLSL?Jul 24 2014 01:00 PM
+1Logged inJul 23 2014 07:22 PM
+1Voted up Parallax corrected cube mapsJul 23 2014 04:26 PM
+1Voted up Vertex shader value is not interpolated in pixel shaderJul 23 2014 01:25 PM
+3SamplerState in code or HLSL?Jul 23 2014 03:29 AM
+1Logged inJul 22 2014 11:24 PM
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