Archive for the ‘DirectX’ Category
How To Fix The DirectX Rasterisation Rules
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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Really Old Demos – The Buggy Demo
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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Really Old Demos – Cubic Shadow Mapping
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…
Really Old Demos – OpenEngine
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…