12 years ago
Highlights
I found some other threads similar to my question, so please ignore this one. Sorry.
12 years ago
12 years ago
Can you explain, why dynamic branching in GPU is considered as an expensive operation? How many instructions (or in other criteria) does it usually cost? Thanks.
12 years ago
Please check my approach for deferred shading algorithm (DX 11) and see if it is possible to optimize it. Generate G-Buffer. Also use a separate depth stencil buffer. Since this…
12 years ago
Hi every one; Considering XNA Math library, the API functions don’t use pointers with XMVECTOR. Why? ID3D11Device:: CreatInputLayout wants to check our vertex shader for compati…
12 years ago
Latest Activity
See all in DiscussionsI found some other threads similar to my question, so please ignore this one. Sorry.
12 years ago
Can you explain, why dynamic branching in GPU is considered as an expensive operation? How many instructions (or in other …
12 years ago
Good for me! I managed to remove one of my render targets. Now my engine extracts view space position from …
12 years ago