12ย years, 6ย months ago
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Community contributions featuredIt is a common way to utilize lower resolution render targets for post-processing, and it looks like you utilize it too for rendering your glow effect. I think you just forgot tโฆ
12ย years, 6ย months ago
12ย years, 6ย months ago
Here is a class that load D2DBitmap and draw it. class YHMSprite { public: YHMSprite(const std::shared_ptr<DX::DeviceResources>& deviceResources); //YHMSprite(const stโฆ
12ย years, 5ย months ago
I'm working for a post-processing effect for a long time. I use multi rendertarget to achieve this effect. But I met a problem. As the screen shot show,I rendered object two timโฆ
12ย years, 6ย months ago
I followed D3D Post Processing sample in windows 8.1. And I have successfully rendered my object with post processing effect. But now I met a problem.I have many objects to rendโฆ
12ย years, 6ย months ago
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See all in DiscussionsHere is a class that load D2DBitmap and draw it. class YHMSprite { public: YHMSprite(const std::shared_ptr<DX::DeviceResources>& deviceResources); //YHMSprite(const std::shared_ptr<DX::De
12ย years, 5ย months ago
It is a common way to utilize lower resolution render targets for post-processing, and it looks like you utilize it โฆ
12ย years, 6ย months ago
I'm working for a post-processing effect for a long time. I use multi rendertarget to achieve this effect. But I โฆ
12ย years, 6ย months ago