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Laval B

Member Since 30 Jul 2010
Offline Last Active Yesterday, 03:49 AM

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+1Voted up OmniDirectional Shadow MappingYesterday, 03:49 AM
+1Voted up Code organization without the limitations of filesYesterday, 03:39 AM
+1Voted up Code organization without the limitations of filesYesterday, 03:36 AM
+1Voted up Why Do I Lose Data In a Char Pointer When Passed Into or Over a Function?Yesterday, 03:29 AM
+1Voted up Exposing multiple objects to Lua from C++Yesterday, 03:26 AM
+1Logged inYesterday, 03:26 AM
+1Voted up Problems when moving from Nvidia to ATI card / GPGPU performance comparisionSep 14 2014 05:15 AM
+1Voted up Static or dynamic object allocation?Sep 14 2014 05:11 AM
+1Voted up How do you manage object pools in your engine/game?Sep 14 2014 05:09 AM
+1Logged inSep 14 2014 05:08 AM
+1Voted up Mip mapping issueSep 13 2014 05:42 AM
+1Voted up DX12 - Documentation / Tutorials?Sep 13 2014 05:40 AM
+1Voted up DX12 - Documentation / Tutorials?Sep 13 2014 05:38 AM
+1Voted up Exposing multiple objects to Lua from C++Sep 13 2014 05:36 AM
+1Voted up Which algorithm is more efficient for visibility culling? BSP or OCTree?Sep 13 2014 05:35 AM
+1Logged inSep 13 2014 05:33 AM
+1Voted up DX12 - Documentation / Tutorials?Sep 12 2014 04:26 AM
+1Voted up DX12 - Documentation / Tutorials?Sep 12 2014 04:25 AM
+1Voted up scientific programming adviceSep 12 2014 04:22 AM
+1Logged inSep 12 2014 04:20 AM
+1Voted up Issues with new DSA functions in OpenGL 4.5Sep 11 2014 03:51 AM
+1Voted up Rendering large meshes in OpenGlSep 11 2014 03:50 AM
+1Voted up C++ Function Pointer CastingSep 11 2014 03:48 AM
+1Voted up my SIMD implementation is very slow :(Sep 11 2014 03:46 AM
+1Voted up my SIMD implementation is very slow :(Sep 11 2014 03:46 AM
+1Logged inSep 11 2014 03:43 AM
+1Voted up Best reflection methodSep 10 2014 04:07 AM
+1Voted up Geometry shader-generated camera-aligned particles seemingly lacking Z writingSep 10 2014 04:06 AM
+1Voted up Porting from DirectX9 to DirectX10 questionsSep 10 2014 04:05 AM
+1Logged inSep 10 2014 04:02 AM
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