In summer 2012 I started working as a web developer for a magazine. Since October I have been studying Computer Science and Mathematics at the University of Technology in Vienna.
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16h
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PHP - Variable, only text allowed Provided it was really about that. I still can't tell. |
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May
11 |
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what program should I use to create c# 3d game and how? In this case I am afraid I have to agree with slugster. You don't seem to know what you are looking for. |
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May
11 |
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answered | what program should I use to create c# 3d game and how? |
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May
6 |
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answered | HLSL: Getting texture dimensions in a pixel shader |
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May
2 |
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Insert same data into database First: sanitise user input. Second: redirect after POST requests. |
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May
1 |
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Generation of 3D terrain with seperate quads Out of curiosity: Why don't you want shared vertices? Is it a choice of style? Without shared vertices you will have hard edges between adjacent quads with different textures. Using terrain texture blending will probably give much nicer results. |
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May
1 |
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<h1> is smaller than <h2> in firefox and chrome (HTML5) Why are <h2>, <h3>, etc. not also scaled accordingly? What's the logic behind this?
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Apr
29 |
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trying to load a bitmap, but xna want´s a Texture2D @Hobbit9797 You can write data from a Bitmap to a Texture2D with the SetData method. But loading it through the content pipeline will probably be faster.
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Apr
28 |
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answered | What is the flow for renderring a hierarchical model in DirectX 11? |
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Apr
27 |
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answered | How to rotate a bounding box in XNA? |
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Apr
26 |
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revised |
Get all pixel array inside circle added 67 characters in body |
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Apr
25 |
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Placing a Smaller Texture2D into a larger one Are you trying to do something in real time here? Or do you just want to assemble the bigger texture for later use in a real time application. Because I assume what you really want is to assemble the tiles at runtime. Putting all your tiles into a large texture kills every benefit of a tile system. |
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Apr
23 |
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Using Multiple Vertex Buffers In DX10/DX11 Oh my god, I never knew you could split your vertex data that way! |
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Apr
17 |
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Performance of dynamic constant buffer indexing in pixel shaders I never have much data in my cbuffers, so I really can't tell. Does performance increase using an integer index? |
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Apr
16 |
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Performance of dynamic constant buffer indexing in pixel shaders "[..] arbitrary semantics are allowed which have no special meaning." from MSDN. I assume this means you can come up with custom semantics. Since I don't know what effect you are going after I can't say if a texture fits here. But I would give it a try, see how it looks performance-wise. After all they were made for looking up colors. |
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Apr
16 |
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Performance of dynamic constant buffer indexing in pixel shaders Just out of curiosity: Why do you use a float index and not just a dedicated integer component in your input? That would at least remove the cost from scaling the float and converting it back to an integer. Also instead of a constant buffer consider using a texture resource containing the colors. |
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Apr
15 |
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Xna studio 4. Pixel drawing Edited my answer. Nevertheless, Direct3D graphics are vector based. Always consider the per pixel solution as a last resort. |
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Apr
15 |
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revised |
Xna studio 4. Pixel drawing added 227 characters in body |
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Apr
14 |
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answered | Xna studio 4. Pixel drawing |
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Apr
13 |
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DirectX11 drawing simple triangle If everything else fails I always load a working triangle sample from the web and replace it paragraph by paragraph with my own code, building and running the application after each replacement. If it does not draw at some point, you have found an error. If there is still sample code in the application at the end and it cannot be removed without breaking it, that code is what was missing. Good luck! |