Twitter updates
- @repi Sounds great, I guess that should also help to make the games more stable on PC. Wonder what perf difference you see, if any? 17 hours ago
- @aras_p Happy birthday! The link you attached seems to be broken though. 1 day ago
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Monthly Archives: November 2008
Debugging shaders: Artifacts grouped into quads
If you’re debugging a shader, and the wrong pixels come grouped into (screen-aligned) 2×2 blocks, don’t look too long at the code at hand — it might be that your gradients are wrong. Recently, I had a shader aliasing problem, … Continue reading
Got an answer from … John Carmack! Woho!
Well, I just got an answer on a question about virtual texture mapping from John Carmack himself! Woho! I’ll never remove it from my inbox again A great finish for a quite nice day.
War story: Cache if it you can
The first post in what I hope becomes a series of war stories, right from the trenches. If you have some piece of code which pops up at the top of your profiler output, and you’re about to show off … Continue reading
C++ tricks, #6: Explicit template instantiation
Today we take a look at explicit template instantiations (yet another post which is a direct result of user feedback ). With explicit template instantiations, you can define a template and instantiate it in a DLL, so clients don’t even … Continue reading