Category: Rendering 2016 Solving DX9 Half-Pixel Offset Apr 08 2016 2012 Non Power of Two Textures Oct 17 2012 Cross Platform Shaders in 2012 Oct 01 2012 Tiled Forward Shading links Mar 27 2012 2012 Theory for Forward Rendering Mar 02 2012 2011 Testing Graphics Code, 4 years later Jun 17 2011 A way to visualize mip levels May 03 2011 Mobile graphics API wishlist: some features Mar 19 2011 Mobile graphics API wishlist: performance Mar 04 2011 iOS shader tricks, or it's 2001 all over again Feb 01 2011 2010 Surface Shaders, one year later Jul 16 2010 Screenspace vs. mip-mapping Jan 07 2010 2009 Direct3D GPU Hacks Nov 20 2009 Deferred Cascaded Shadow Maps Nov 04 2009 Strided blur and other tips for SSAO Sep 17 2009 Compact Normal Storage for small g-buffers Aug 04 2009 Implementing fixed function T&L in vertex shaders Jun 09 2009 Shaders must die, part 3 May 10 2009 Shaders must die, part 2 May 07 2009 Shaders must die May 05 2009 Google O3D - it's going to be interesting May 05 2009 Fixed function lighting in vertex shader - how? Jan 22 2009 2008 SwiftShader 2.0 experience Apr 07 2008 2006 The holy grail of shadows Feb 18 2006