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- @max_mcguire @Wavesonics If you branch with SVN, then you have a problem anyway. Why not #mercurial or another DVCS with sane branching? 1 hour ago
- @max_mcguire Why? Sure, there are parts which aren't great, but unless you use Spirit everywhere, Boost can be a great time saver. 13 hours ago
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Tag Archives: directx
Using right/left-handed viewing systems with both DirectX & OpenGL
One problem many 3D graphics beginners run into is left/right-handed view matrices. In many cases, beginners get stuck with left-handed coordinate systems because they start with DirectX. Worse of all, some sources on the web claim that DirectX somehow mandates … Continue reading
Light propagation volumes
A student of mine (Andreas Kirsch) just recently finished his implementation of light propagation volumes. His implementation is available under the very liberal BSD license, so be sure to grab it while it’s hot. There’s also a bunch of corrections in there, … Continue reading
DirectX11 hints …
Some stuff that might be useful if you’re getting started with DX11: Tesselation: If you get error X4577: Not all elements of SV_Position were written, make sure to write 4 elements positions in your domain shader. error X3502: tessfactor inputs … Continue reading
DirectX 11 platform update has been released
Finally, the DX11 update for Vista has been released, and it also works with non en_US versions of Windows. Grab it via Windows Update or from the KB.