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MJP

Member Since 29 Mar 2007
Offline Last Active Yesterday, 07:45 PM

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+3DXGI_USAGE_UNORDERED_ACCESS and RWTexture2D in pixel shader?Today, 01:59 AM
+1Logged inYesterday, 07:45 PM
+3Preventing releasing buffers in the pipeline queueYesterday, 03:15 PM
+3Preventing releasing buffers in the pipeline queueYesterday, 01:29 PM
+1Voted up With regards to texturing, what is "linear space" and "nonlinear space"?Yesterday, 12:39 PM
+1Voted up With regards to texturing, what is "linear space" and "nonlinear space"?Yesterday, 12:39 PM
+1Voted up How Does D3D10_APPEND_ALIGNED_ELEMENT WorkYesterday, 12:38 PM
+3DXGI_USAGE_UNORDERED_ACCESS and RWTexture2D in pixel shader?Yesterday, 12:29 PM
+3Light theory - radiance vs material exitance?Yesterday, 01:01 AM
+1Logged inYesterday, 12:46 AM
+3Is DrawInstancedIndirect slower than DrawInstanced ?Oct 23 2014 11:20 AM
+3Drawing a quad in normalized device coordinatesOct 23 2014 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
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