9ย years, 1ย month ago
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Community contributions featuredYou'll notice on the VS/GS/PS SetConstantBuffers function there is a start slot argument, and an input array of constant buffer pointers. When a shader is compiled it assigns aโฆ
9ย years, 1ย month ago
9ย years, 8ย months ago
I understand why the ternary operator branches on the GPU if there is any in-line computation, like: // Branching on the (value+1)! float value = 3; value = (value < 4) ? (vaโฆ
11ย years, 6ย months ago
This page says that coarse synchronization is used to prevent concurrent thread device access. http://msdn.microsoft.com/en-us/library/windows/desktop/ff476130(v=vs.85).aโฆ
12ย years, 3ย months ago
I just had a random thought the other day that sounds feasible, but I wonder if any of you guys can poke a hole in the concept. The depth renders for cascaded shadow mapsโฆ
12ย years, 4ย months ago
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See all in DiscussionsYou'll notice on the VS/GS/PS SetConstantBuffers function there is a start slot argument, and an input array of constant buffer โฆ
9ย years, 1ย month ago
The differences are all the same to me, except that .NET Core can run on Linux! In a cloud environment โฆ
9ย years, 8ย months ago
If you only care about swaying and not wind patterns in a global sense, you could probably determine swayage using โฆ
9ย years, 8ย months ago