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MJP

Member Since 29 Mar 2007
Offline Last Active Today, 12:46 AM

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+3Light theory - radiance vs material exitance?Today, 01:01 AM
+1Logged inToday, 12:46 AM
+3Is DrawInstancedIndirect slower than DrawInstanced ?Yesterday, 11:20 AM
+3Drawing a quad in normalized device coordinatesYesterday, 03:47 AM
+1Logged inOct 22 2014 10:55 PM
+1Logged inOct 22 2014 10:55 PM
+3Drawing a quad in normalized device coordinatesOct 22 2014 08:54 PM
+3Light theory - radiance vs material exitance?Oct 22 2014 05:38 PM
+3Light theory - radiance vs material exitance?Oct 22 2014 03:38 PM
+3Drawing a quad in normalized device coordinatesOct 22 2014 03:00 PM
+1Voted up what's the principle behind the shader debugger?Oct 22 2014 02:58 PM
+1Voted up what's the principle behind the shader debugger?Oct 22 2014 02:58 PM
+1Voted up what's the principle behind the shader debugger?Oct 22 2014 02:58 PM
+1Voted up smoke & transparencyOct 22 2014 02:54 PM
+1Voted up [Solved] Stretching bug in Parallax Occlusion MappingOct 22 2014 02:54 PM
+1Voted up [Solved] Stretching bug in Parallax Occlusion MappingOct 22 2014 02:54 PM
+1Logged inOct 22 2014 02:49 PM
+1Logged inOct 22 2014 02:49 PM
+3Why not use UE4?Oct 22 2014 03:56 AM
+3DirectCompute UAV between CS and PSOct 21 2014 12:49 PM
+1Logged inOct 21 2014 12:59 AM
+3Why not use UE4?Oct 20 2014 07:10 AM
+3DirectCompute UAV between CS and PSOct 20 2014 03:36 AM
+3DirectCompute UAV between CS and PSOct 20 2014 02:44 AM
+1Voted up Extracting surface reflectance or lightning intensity from a single image.Oct 19 2014 11:09 PM
+1Logged inOct 19 2014 10:58 PM
+3Why not use UE4?Oct 19 2014 08:24 PM
+1Logged inOct 18 2014 06:26 PM
+1Voted up Help! GS StreamOutput..Oct 18 2014 03:46 PM
+1Voted up Help! GS StreamOutput..Oct 18 2014 03:46 PM
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