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Archive for the ‘DirectX’ Category

How To Fix The DirectX Rasterisation Rules

with 4 comments

DirectX has always rasterised to render target pixel centres, and has always looked up textures from texel edges. Because of this, it is more difficult than it should be to write a flexible shader system where various portions of your pipeline are image-based. It is much simpler to work in a unified system where you write to render target pixel edges, and this article details a simple way of fixing this.
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Written by Simon Brown

May 1st, 2003 at 8:00 pm

Posted in C++, DirectX, Rendering

Really Old Demos – The Buggy Demo

with 3 comments

This demo is just here for posterity – it formed part of my August 2002 coding portfolio when I was first applying for jobs in the games industry. Be warned, there’s some seriously dodgy coding going on here…
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Written by Simon Brown

August 1st, 2002 at 8:00 pm

Posted in C++, DirectX, Rendering, Shadows

Really Old Demos – Cubic Shadow Mapping

without comments

This demo is just here for posterity – it formed part of my August 2002 coding portfolio when I was first applying for jobs in the games industry. Be warned, there’s some seriously dodgy coding going on here…

Read the rest of this entry »

Written by Simon Brown

August 1st, 2002 at 7:00 pm

Posted in C++, DirectX, Rendering, Shadows

Really Old Demos – OpenEngine

without comments

This demo is just here for posterity – it formed part of my August 2002 coding portfolio when I was first applying for jobs in the games industry. Be warned, there’s some seriously dodgy coding going on here…

Read the rest of this entry »

Written by Simon Brown

August 1st, 2002 at 6:00 pm

Posted in C++, DirectX, Rendering, Shadows