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Category: d3d

2018

Daily Pathtracer Part 6: D3D11 GPU Apr 4, 2018
#rendering #code #gpu #d3d
Random Thoughts on Raytracing Mar 21, 2018
#d3d #gpu #rant

2016

Solving DX9 Half-Pixel Offset Apr 8, 2016
#code #d3d #rendering

2015

Random Thoughts on New Explicit Graphics APIs Mar 13, 2015
#d3d #gpu #opengl #rant

2014

Cross Platform Shaders in 2014 Mar 28, 2014
#code #compilers #d3d #opengl

2012

Non Power of Two Textures Oct 17, 2012
#d3d #gpu #mobile #opengl #rendering

2010

Compiling HLSL into GLSL in 2010 May 21, 2010
#code #compilers #d3d #opengl #unity

2009

Direct3D GPU Hacks Nov 20, 2009
#d3d #gpu #rendering
Compact Normal Storage for small g-buffers Aug 4, 2009
#d3d #gpu #rendering #work
Implementing fixed function T&L in vertex shaders Jun 9, 2009
#code #d3d #gpu #rendering #unity #work
Fixed function lighting in vertex shader - how? Jan 22, 2009
#code #d3d #gpu #rendering #work

2008

Depth bias and the power of deceiving yourself Jun 12, 2008
#code #d3d #opengl #unity #work
Holy FPU precision, Batman! Jan 22, 2008
#d3d #rant #unity #work

2007

Is OpenGL really faster than D3D9? Sep 23, 2007
#d3d #opengl
Back from Seattle Mar 17, 2007
#conferences #d3d #random

2006

It's always unexpected Apr 20, 2006
#d3d

2005

Reading DX10 docs... Dec 16, 2005
#d3d
An article on efficient D3DX Effects state management Oct 3, 2005
#d3d #papers
State management in D3DX Effects #2 Sep 27, 2005
#d3d #papers
State management in D3DX Effects Sep 24, 2005
#d3d #papers

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Text content © Aras Pranckevičius. Code snippets are public domain, unless specified otherwise.