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Member Since 10 Nov 2008
Offline Last Active Mar 16 2012 02:23 AM

Posts I've Made

In Topic: List of physics engines and reference material (updated 7 March 2011)

07 March 2012 - 06:32 AM

physx is under very active development, so it's not dead

In Topic: xna 4 hardware instancing

16 January 2012 - 03:49 AM

sry,. nvm, it was my fault, i created two vertex buffers for instancing with the same vertex declaration

In Topic: [DX11] Battlefield 3 GBuffer Question

21 December 2011 - 02:12 AM

In simple terms, you can think of the "specular" value as being the same as a "spec mask" or "IOR", and you can think of the "smoothness" as being equivalent to "spec power" or "roughness".

but isn't specular power usually stored in 8 bits? why they needed whole render target to store this ?