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MJP

Member Since 29 Mar 2007
Offline Last Active Yesterday, 10:07 PM

Reputation Earned

RepItemWhen
+1Voted up Soft Particles and Alpha BlendingYesterday, 10:02 PM
+1Logged inYesterday, 10:02 PM
+3Getting ASSIMP Working/BuildingYesterday, 04:47 AM
+1Voted up Compression questionsNov 19 2014 11:09 PM
+1Voted up Suggestions for simulating ambient lightNov 19 2014 11:08 PM
+1Logged inNov 19 2014 11:07 PM
+1Voted up Compression questionsNov 19 2014 04:20 PM
+1Voted up Compression questionsNov 19 2014 04:20 PM
+1Logged inNov 18 2014 08:14 PM
+1Voted up Sampling the depth buffer in a shader in DX11Nov 18 2014 04:40 PM
+3DXGI_USAGE_UNORDERED_ACCESS and RWTexture2D in pixel shader?Nov 18 2014 03:15 PM
+3DXGI_USAGE_UNORDERED_ACCESS and RWTexture2D in pixel shader?Nov 18 2014 04:47 AM
+1Logged inNov 17 2014 11:17 PM
+3Access Z buffer in D3DNov 17 2014 09:03 PM
+1Voted up Sampling the depth buffer in a shader in DX11Nov 16 2014 06:12 PM
+1Voted up Sampling the depth buffer in a shader in DX11Nov 16 2014 06:12 PM
+1Voted up Sampling the depth buffer in a shader in DX11Nov 16 2014 06:12 PM
+1Logged inNov 16 2014 06:10 PM
+1Logged inNov 15 2014 08:21 PM
+3One back buffer for several swap chainsNov 14 2014 07:35 PM
+1Logged inNov 14 2014 07:14 PM
+3One back buffer for several swap chainsNov 14 2014 06:07 AM
+1Logged inNov 13 2014 09:41 PM
+1Multipass rendering with depth compare EQUALNov 13 2014 04:45 AM
+3Multipass rendering with depth compare EQUALNov 13 2014 04:45 AM
+1Logged inNov 13 2014 02:12 AM
+3Generating mipmaps for depth texture?Nov 12 2014 05:38 PM
+3Mac or PC - Really, this is a programming question.Nov 12 2014 07:01 AM
+1Logged inNov 11 2014 09:09 PM
+3Getting around non-connected vertex gaps in hardware tessellation displacement mappingNov 11 2014 07:43 PM
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