# JulienLebot

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1. ## JulienLebot

I don't understand the term "worst enemy"; are they bad at being an enemy ? I think it should be "best enemy".
2. ## JulienLebot

Putain d'iTunes j'en ai rien a foutre de tes mises a jour; je veux just ecouter ma musique bordel >_
3. ## JulienLebot

Post question on a forum -> refresh page every 5 minute waiting for an answer :P

5. ## JulienLebot

"Guys fark things up but girls are just farked up"
6. ## JulienLebot

Second lesson learned from Gurren Lagann: if you put an idiot who screams loud enough into a mech (or any other situation) you can overcome all adversity.
7. ## JulienLebot

A woman can empower a man, but by doing so will hurt another man's feelings. Thus women create imbalance between men. Ok that's one lesson learned from Gurren Lagann.
8. ## JulienLebot

CMake is shit.
9. ## DX11 Direct Compute up/down scaling

Thank you MJP for this precise and concise answer. The entire point of using compute shaders is to use much better scaling algorithm, but I can easily do that once I get the linear filtering going. Hopefully your book "[font=Arial, Helvetica, sans-serif][size=2]Practical Rendering and Computation with Direct3D 11" will arrive soon and I'll be able to learn much more about Direct3D 11 [/size][/font]
10. ## DX11 Direct Compute up/down scaling

Hello everyone, I was wondering how would one go about taking a non-power of two texture and using a compute shader, re-scale it either up or down to the nearest power of two. I know how to get the nearest power of two, and I know how to initialize DirectX 11 and create the required shaders; however I have never used the compute features of DX11. I'm not sure what happens when I create my texture (using D3DX11CreateTextureFromFile) with a non-power of 2 texture ? I think it ends up padding the texture which undesirable. Or should I just create a structured buffer, store all the pixels in there and make an unordered access view of that ? But then I need to figure out how to assign the threads as I cannot split a few pixels in half. The application has to typically process GB worth of textures, hence why I'm going for Direct Compute. Any ideas ?