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Member Since 27 Nov 2010
Offline Last Active Jul 16 2016 07:00 PM

Posts I've Made

In Topic: Fleet Composition (a little experiment!)

05 December 2015 - 07:58 PM

Not strictly answering your question here but a while ago I found this and thought it might be relevant for you all.

In Topic: To mirror or not to mirror?

24 July 2015 - 03:46 AM

Although I'm not much of a modeller myself, it occurs to me that if you want to keep the mirror modifier while still have asymmetrical features, you could use something like the Boolean modifier to 'subtract' the ejection port out of the slide.

In Topic: Bloom Down\Up Scaling (staying on pixel center)

22 December 2014 - 10:07 PM

Well, if you want to keep the information at that level of detail, you need to keep the same resolution texture, thats literally what 'resolution' means, how well you can resolve the detail. If you provided more information about what problem you are trying to solve maybe we could provide some alternatives?

In Topic: Determine Shader Model for Compiled Shader Object

06 December 2014 - 08:03 PM

Thanks unbird, thats exactly what I was looking for.


For anyone else who is interested I found that D3D11_SHADER_DESC::Version = 65600 for a vertex shader and 64 for a pixel shader, note that I'm using vs_4_0 and ps_4_0.


If anyone can find a more comprehensive answer than that it'd be more than welcome.

In Topic: [SOLVED] Where to get a Font Sheet for Direct3D 11 use?

28 July 2014 - 01:31 AM

Yes, the details on what you get from the fnt file is described in the link I posted above.