I have some Windows code for a timer that is pretty straight forward. It calls QueryPerformanceFrequency to get the high perf clock freq and then calls QueryPerformanceCounter eโฆ
16ย years, 5ย months ago
I have some Windows code for a timer that is pretty straight forward. It calls QueryPerformanceFrequency to get the high perf clock freq and then calls QueryPerformanceCounter eโฆ
16ย years, 5ย months ago
I'm looking for the most efficient way to render multiple (up to 4) outputs from one PC. My options are: 1) Run multi-head, which requires native fullscreen. or 2) Create aโฆ
16ย years, 11ย months ago
17ย years, 6ย months ago
17ย years, 6ย months ago
17ย years, 6ย months ago
Hey everyone, I'm trying to do the following in a vertex shader 3.0: int w = var1 % var2; int h = var1/var2; var1 and var2 are both integers, constants I set prior to calling thโฆ
17ย years, 6ย months ago
I have some Windows code for a timer that is pretty straight forward. It calls QueryPerformanceFrequency to get the high โฆ
16ย years, 5ย months ago
I'm looking for the most efficient way to render multiple (up to 4) outputs from one PC. My options are: โฆ
16ย years, 11ย months ago
Try setting the D3DRS_POINTSIZE render state to a larger value, or add Point Size to the vertex structure, just to โฆ
17ย years, 6ย months ago
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