13 years, 11 months ago
Highlights
Community contributions featuredThis is a form of endless loop. Any loop that does not have a 100% valid, viable and usable exit condition is very bad. Technically this would be recursion, and you would overfl…
13 years, 11 months ago
14 years, 3 months ago
I'm learning DirectX 11 and I'm having trouble with the perspective divide. Specifically, the perspective transform is resulting in all my vertices getting clipped befor…
14 years, 3 months ago
I'd like to make use of a native C++ library in my XNA game. I plan to deploy to the Xbox360 and I'm wondering; if I wrap the library with managed code (C++ / CLR), will…
15 years, 7 months ago
I'm writing a level editor in C# for a game my team is working on and I want to know how the typical quad-view control is implemented in commercial editors such as 3DSMax a…
16 years, 4 months ago
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See all in DiscussionsThis is a form of endless loop. Any loop that does not have a 100% valid, viable and usable exit …
13 years, 11 months ago
Your vertex shader outputs homogeneous coordinates in clip space. When you divide XYZ by W, you get "normalized device coordinates" …
14 years, 3 months ago
I held off for 4 days on creating this thread, exhausting every option I could think of, and not even …
14 years, 3 months ago