Hey GDers! Holy cow, has it seriously been 6 years since my last post? Although I'm not doing game development at the moment I am still coding and my latest project is pโฆ
14ย years, 8ย months ago
Hey GDers! Holy cow, has it seriously been 6 years since my last post? Although I'm not doing game development at the moment I am still coding and my latest project is pโฆ
14ย years, 8ย months ago
20ย years, 7ย months ago
20ย years, 7ย months ago
Yeah, the option of having dead code, or an branch for every vertex...the choice was obvious :)
20ย years, 7ย months ago
In short I'm looking to check if a texture is bound to texture stage 0. If it is, sample that register, otherwise, just use the vertex color. I couldn't find any built-in HLSL fโฆ
20ย years, 7ย months ago
I'm using an effect/technique to render two seperate objects. The first time I use the shader I bind TextureA to it and draw. The second time I use the shader I bind TextureB anโฆ
20ย years, 7ย months ago
Hey GDers! Holy cow, has it seriously been 6 years since my last post? Although I'm not doing game development โฆ
14ย years, 8ย months ago
Yeah, the option of having dead code, or an branch for every vertex...the choice was obvious :)
20ย years, 7ย months ago
Yeah, this morning I was considering either doing that, or setting a global shader boolean parameter indicating if the sampler โฆ
20ย years, 7ย months ago
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