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mhagain

Member Since 06 Jun 2010
Offline Last Active Today, 10:01 AM
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+3Do GL and DX 'go through' the Windows GDI?Today, 12:28 PM
+3Do GL and DX 'go through' the Windows GDI?Today, 05:21 AM
+1Logged inYesterday, 07:14 PM
+3Do GL and DX 'go through' the Windows GDI?Yesterday, 07:53 AM
+1Logged inYesterday, 01:45 AM
+1Logged inJul 27 2014 05:25 AM
+3how to get the quantity of drawn triangles or points in OpenGL?Jul 26 2014 07:02 AM
+3Textures tear at distanceJul 26 2014 05:13 AM
+1Voted up C++ avoiding pointersJul 26 2014 03:36 AM
+1Logged inJul 26 2014 03:31 AM
+1Logged inJul 25 2014 01:56 AM
+3Pipeline Configuration for Post-Processing ShadersJul 24 2014 06:52 PM
+3Pipeline Configuration for Post-Processing ShadersJul 24 2014 03:26 AM
+3Pipeline Configuration for Post-Processing ShadersJul 24 2014 03:22 AM
+1Logged inJul 24 2014 02:51 AM
+3Textures tear at distanceJul 23 2014 09:34 AM
+1Logged inJul 23 2014 01:31 AM
+3DirectX11/SharpDX: How to disable mip-mapping (and scalig) for (multipass) pixel shaders to access exact bitmap pixel values?Jul 23 2014 01:24 AM
+1Logged inJul 22 2014 03:21 AM
+3Resizing buffers -> Out of memoryJul 22 2014 02:32 AM
+1Voted up glReadPixels and a Multiple Color Attachment FrameBufferJul 21 2014 11:45 AM
+3glReadPixels and a Multiple Color Attachment FrameBufferJul 21 2014 10:03 AM
+1Logged inJul 21 2014 01:43 AM
+1Logged inJul 20 2014 04:59 AM
+3Resizing buffers -> Out of memoryJul 19 2014 01:54 PM
+1Voted up Vertex Shader responsabilities if I have Tessellation ShaderJul 19 2014 12:11 PM
+3Vertexbuffer - huge lag.Jul 18 2014 11:44 PM
+1Logged inJul 18 2014 06:25 PM
+1Logged inJul 18 2014 12:42 AM
+3DirectX 9 floating point textureJul 17 2014 08:21 PM
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