8ย years, 7ย months ago
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Community contributions featuredHi Hodgman, Thank you for your help. It seems that I'd better accept and remember these nuances.
8ย years, 7ย months ago
According to https://en.wikibooks.org/wiki/GLSL_Programming/Vertex_Transformations and https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glViewport.xml, the relationโฆ
8ย years, 7ย months ago
I am implementing a raycasting method in Direct3D 11 + HLSL, but the shader resource view created by render-to-texture mechanism seems incorrect. With the help of a DirectX rendโฆ
8ย years, 8ย months ago
12ย years, 7ย months ago
In my app, I need to render complex polygons representing e.g. continents, rainfall regions on the Earth surface. The Earth is simulated with a bi-tangent sphere like Google Earโฆ
12ย years, 9ย months ago
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See all in DiscussionsHi Hodgman, Thank you for your help. It seems that I'd better accept and remember these nuances.
8ย years, 7ย months ago
According to https://en.wikibooks.org/wiki/GLSL_Programming/Vertex_Transformations and https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glViewport.xml, the relation between normalized devi
8ย years, 7ย months ago
I am implementing a raycasting method in Direct3D 11 + HLSL, but the shader resource view created by render-to-texture mechanism โฆ
8ย years, 8ย months ago