13 years, 5 months ago
Highlights
Your problems are floating point precision releated, try passing the flag 'D3DCREATE_FPU_PRESERVE' to the CreateDevice call.
13 years, 5 months ago
13 years, 10 months ago
Hi, I'm working on a spotlight shader and am stumped on the specular component calculation, most specular calculations assume an angle of reflectance from the lights positio…
13 years, 10 months ago
Anyone know of a way to effectivly use a multisampled depth buffer as a texture in DX9?
18 years ago
Hi, I'm adding streaming instancing support to my graphics engine and I have a couple of problems. I'm basing my code on the DirectX Hardware instancing demo from the SDK.…
18 years, 11 months ago
Latest Activity
See all in DiscussionsYour problems are floating point precision releated, try passing the flag 'D3DCREATE_FPU_PRESERVE' to the CreateDevice call.
13 years, 5 months ago
I would have thought that the specular component was affected by the rotation of the light, but I tried an …
13 years, 10 months ago
Hi, I'm working on a spotlight shader and am stumped on the specular component calculation, most specular calculations assume an …
13 years, 10 months ago