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philB
  • Member for 3 years, 9 months
  • Last seen this week
2 votes
2 answers
134 views

Improving local collision avoidance to navigate around large obstacles

1 vote
1 answer
77 views

Failure on DX11Texturesavetofile for B5G6R5_UNORM format

1 vote
1 answer
94 views

Can we avoid PCF shadow blur in area where it is full shadow or no shadow

1 vote
1 answer
148 views

Saving shaders to file

1 vote
1 answer
249 views

Last hole artifact in screen space refection with Hierarchical Z

1 vote
2 answers
445 views

How to use unconventional texture format

0 votes
0 answers
68 views

Is directional shadow mapping without projection matrix possible?

0 votes
1 answer
603 views

How to use gather offsets

0 votes
0 answers
103 views

Is it possible to activate/deactivate depth writes in geometry shader?

0 votes
1 answer
77 views

Problem when changing matrix view in screen space reflexion

0 votes
1 answer
68 views

About possibly using Depthstencil 2D array in multiplerendertarget mode

0 votes
2 answers
156 views

Using the boids algorithm for multidirectional boids

0 votes
1 answer
68 views

How to calculate elongated reflection along the perpendicalar axis of a plane

0 votes
3 answers
145 views

How to clear a specific color channel in a rendertargetview

0 votes
2 answers
377 views

Shadowmapping in view space

0 votes
1 answer
245 views

Using cubemap in view space for shadowing in deferred rendering

0 votes
1 answer
2k views

Difficulties in converting RGBA to float and back

0 votes
1 answer
844 views

error X4532 Cannot map expression to gs_5_0 instruction set

0 votes
1 answer
160 views

How to have point of view independent Screen Space Reflection deepness

0 votes
1 answer
252 views

Problems with normal recovery from storage as two floats and normal from depth buffer

0 votes
1 answer
221 views

Looking for an advice on how to possibly boost my compute shader

0 votes
1 answer
589 views

Putting two R16_UNORM in a R32_UINT

0 votes
1 answer
82 views

Little problem with offsetting transformed vertex in a vertex shader

0 votes
1 answer
124 views

Vertex sorting to match triangle list definition of an hexagon

0 votes
0 answers
60 views

using texture as variable

0 votes
2 answers
129 views

error X3671: loop termination conditions in varying flow control cannot depend on data read from a UAV

0 votes
1 answer
100 views

Weird result whe nusing OMSetRenderTargetsAndUnorderedAccessViews

0 votes
1 answer
52 views

Deffered shader with alpha : orient target writing

0 votes
1 answer
1k views

Deferred shader for transparency. Working or not?

0 votes
0 answers
176 views

Problem with geometry shader and srteamout (directx11)