I am writing to a 3D texture with the format SlimDX.DXGI.Format.R16_UNorm, and using the following call: DataBox b = _device.ImmediateContext.MapSubresource(_volumeT…
13 years, 2 months ago
I am writing to a 3D texture with the format SlimDX.DXGI.Format.R16_UNorm, and using the following call: DataBox b = _device.ImmediateContext.MapSubresource(_volumeT…
13 years, 2 months ago
The following code is used in our tests of Directx 9 to profile the time it takes to complete a task. My question is, what would be the equivalent in Directx 11? S…
13 years, 2 months ago
13 years, 5 months ago
13 years, 5 months ago
Someone can correct me, but I don't believe it is possible to compute the high quality gradients without doing more texture samples. I think what is being said in the article is…
13 years, 5 months ago
I am using a method described in the GPU Gems book (http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter20.html) for Fast Third-Order Texture Filtering. I have it wor…
13 years, 5 months ago
I am writing to a 3D texture with the format SlimDX.DXGI.Format.R16_UNorm, and using the following call: DataBox b = _device.ImmediateContext.MapSubresource(_volumeTexture, …
13 years, 2 months ago
The following code is used in our tests of Directx 9 to profile the time it takes to complete a …
13 years, 2 months ago
Someone can correct me, but I don't believe it is possible to compute the high quality gradients without doing more …
13 years, 5 months ago
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