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L. Spiro

Member Since 29 Oct 2003
Offline Last Active Today, 06:35 AM

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+1Logged inYesterday, 09:48 PM
+3Temporal coherence and render queue sortingYesterday, 10:04 AM
+3Drawing to textureYesterday, 07:06 AM
+3Temporal coherence and render queue sortingYesterday, 03:41 AM
+3Temporal coherence and render queue sortingSep 19 2014 11:54 PM
+1Voted up Temporal coherence and render queue sortingSep 19 2014 11:22 PM
+3Temporal coherence and render queue sortingSep 19 2014 11:01 PM
+1Voted up Temporal coherence and render queue sortingSep 19 2014 07:32 PM
+1Logged inSep 19 2014 07:31 PM
+3Temporal coherence and render queue sortingSep 19 2014 10:51 AM
+3Temporal coherence and render queue sortingSep 19 2014 09:34 AM
+3BSP trees with modern OpenGLSep 19 2014 03:10 AM
+3Temporal coherence and render queue sortingSep 19 2014 12:50 AM
+3BSP trees with modern OpenGLSep 18 2014 11:58 PM
+3Temporal coherence and render queue sortingSep 18 2014 11:11 PM
+3Temporal coherence and render queue sortingSep 18 2014 08:27 PM
+3Temporal coherence and render queue sortingSep 18 2014 07:21 PM
+3Temporal coherence and render queue sortingSep 18 2014 06:54 PM
+3Temporal coherence and render queue sortingSep 18 2014 06:35 PM
+1Logged inSep 18 2014 06:28 PM
+1Voted up BSP trees with modern OpenGLSep 18 2014 03:01 PM
+3Optimization philosophy and what to do when performance doesn't cut it?Sep 18 2014 09:09 AM
+3BSP trees with modern OpenGLSep 18 2014 05:14 AM
+3BSP trees with modern OpenGLSep 18 2014 02:40 AM
+1Voted up Multiples of 16B constant buffer or Microsoft gone mad.Sep 17 2014 08:43 PM
+1Logged inSep 17 2014 06:36 PM
+5sign(a)Sep 17 2014 04:03 PM
+1Voted up sign(a)Sep 17 2014 03:55 PM
+1Voted up sign(a)Sep 17 2014 03:55 PM
+3Optimization philosophy and what to do when performance doesn't cut it?Sep 17 2014 01:36 PM
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