14 years, 7 months ago
Highlights
Community contributions featuredYou could try to reduce the spread of the numbers involved by splitting your world into multiple sections where each section has its own coordinate system, this should reduce fl…
14 years, 7 months ago
14 years, 7 months ago
I'm currently trying to generate procedural terrain from instanced cubes and I'm running into a serious problem: there are sporadic ugly seams between the instanced cube…
14 years, 7 months ago
Hi all, I'm currently losing my mind. I'm trying to render 65536 cubes using a single DrawInstancedPrimitives call. I've set up the excellent example at float4x4 to…
14 years, 7 months ago
Hi everyone. I've come to the realization that there are a few fundamental gaps in my knowledge on the various types of coordinate systems in HLSL and how to properly use th…
15 years ago
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See all in DiscussionsYou could try to reduce the spread of the numbers involved by splitting your world into multiple sections where each …
14 years, 7 months ago
[s]No idea[/s] (i realized that this actually was an idea), but try checking if the winding order of the vertices …
14 years, 7 months ago
I'm currently trying to generate procedural terrain from instanced cubes and I'm running into a serious problem: there are sporadic …
14 years, 7 months ago