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gpubound

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gpubound | gpubound.wordpress.com Reviews

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Multi-pass rendering and transparent objects | gpubound

https://gpubound.wordpress.com/2011/01/27/multi-pass-rendering-and-transparent-objects

Larr; When Position-From-Depth Goes Bad. Multi-pass rendering and transparent objects. January 27, 2011. I found a useful trick the other day on this site. For rendering transparent (alpha blended) objects with multiple lights. If you have a multi-pass renderer that does one pass per light with additive blending, you might be wondering how to extend this to handle alpha blended objects. You’ve drawn your opaque geometry first. To prove it we can go through the math by hand:. If we were to draw both light...

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Restoring The Depth Buffer | gpubound

https://gpubound.wordpress.com/2011/01/31/restoring-the-depth-buffer

Larr; [NSOpenGLContext flushBuffer] might not do what you think. When Position-From-Depth Goes Bad. Restoring The Depth Buffer. January 31, 2011. There are some less than obvious considerations to be made though (depending on what you plan to do with the restored depth buffer) which this discussion. Touches on. The key points Shawn makes are:. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). Restoring The Depth Buffer.

3

CannonBotGo! | gpubound

https://gpubound.wordpress.com/2010/12/17/cannonbotgo

December 17, 2010. We just “published” our first XNA game last week: CannonBotGo! On XBLIG (XBox Live Indie Games). We originally started work on this back in 2009 for Microsoft’s Dream Build Play competition. It took 3 months to complete 90% percent of it, and over a year of off-and-on work to finish it up and finally get it out the door! Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). Restoring The Depth Buffer.

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[NSOpenGLContext flushBuffer] might not do what you think | gpubound

https://gpubound.wordpress.com/2012/09/13/nsopenglcontext-flushbuffer-might-not-do-what-you-think

Restoring The Depth Buffer. NSOpenGLContext flushBuffer] might not do what you think. September 13, 2012. Just found this: [NSOpenGLContext flushBuffer] might not do what you think. And solved a long-running mystery in our codebase at work o/. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out.

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When Position-From-Depth Goes Bad | gpubound

https://gpubound.wordpress.com/2011/01/30/when-position-from-depth-goes-bad

Larr; Restoring The Depth Buffer. Multi-pass rendering and transparent objects. When Position-From-Depth Goes Bad. January 30, 2011. If you’ve ever had to reconstruct position from depth, you’ve probably come across one of these methods. There’s a subtle pitfall with these techniques though (or there was for me anyway). When you use an interpolated value like this, that value is only correct for the pixel currently being shaded. I was getting inexplicably awful results. Using the interpolated frustum cor...

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SEGAWA REPO: BATTLE READY

http://asegawa.blogspot.com/2012/06/battle-ready.html

Sketch book, 3D art, random thoughts, stuff I want to remember. If anyone out in the internet finds anything here of particular use or interest, I assure you that it was not at all my intention. I'm a Seattle area game developer. I needed a spot to shove random art. The internet seemed like a good choice. View my complete profile. IT'S THE ARTWORK OF. Draft 6 Joel Casebeer. All who wAnder are not lost. Space Ace Kimberly finished print. GDC 2014: The Year of Animation FOR REALS. Forced by Mike Mattesi.

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NSOpenGLContext flushBuffer] might not do what you think. September 13, 2012. Just found this: [NSOpenGLContext flushBuffer] might not do what you think. And solved a long-running mystery in our codebase at work o/. Restoring The Depth Buffer. January 31, 2011. There are some less than obvious considerations to be made though (depending on what you plan to do with the restored depth buffer) which this discussion. Touches on. The key points Shawn makes are:. When Position-From-Depth Goes Bad. Which involv...

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