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Member Since 24 Oct 2012
Offline Last Active Today, 12:39 PM

Posts I've Made

In Topic: Outline Shader

20 October 2016 - 10:26 AM

You can also do the edge detection using a Sobel filter in the pixel shader.

In Topic: Area Lights in DirectX

20 October 2016 - 06:23 AM

I found this when searching for implementations some time ago: https://www.shadertoy.com/view/ldfGWs

In Topic: intel ok, geforce white screen

20 October 2016 - 12:24 AM

If you haven't already, you should enable D3D debug layer to get API errors and warnings into console. Search for D3D11_CREATE_DEVICE_DEBUG or "d3d debug layer" to find out how to enable it.

In Topic: How the hell do you even get people to play your game? Tired everything!

17 October 2016 - 06:19 AM

There's a typo in your store page:


Shift you size



Should be:


Shift your size


In Topic: Variable lights count

10 October 2016 - 04:42 AM

You could try deferred rendering. OpenGL 2.1 is very old and if you use 4.3 or newer with compute shaders, you could cull the lights with compute shader (Forward+ or Tiled Deferred).