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Query Failed
ewerybody
Thursday, September 15, 2011
Oh yea thats looking very promising!
xploshns!!
But you didn't even contribute to any graphics code? I can't believe ;]
Axel
Thursday, September 15, 2011
After reading it twice it gives me the impression, that all current DX11 hardware could already be 11.1 capable.
Me
Monday, September 12, 2011
I wish you and your wife all the best and hope everything will be more than OK. Cheers
avi
Sunday, September 4, 2011
pls suggest me best graphic card
avi
Sunday, September 4, 2011
sumone pls help me i m so confused my pc is nt working
Std
Saturday, September 3, 2011
Hello. I download framework3 .
i use Model::computeTangentSpace(const bool flat) or
Model::computeNormal(const bool flat) functions, generate normal and tangent, but always generate error normal.
part of coplanar normal has error.
I generate normal for sphere is ok.
bug use cube always existed part of coplanar normal error.
for every indices{
normal[indices[i]] += normalize(cross(v1-v0, v2-v0));
}
for every normal{
normal[every_normal].normalize();
}
could you tell me why?
Humus
Tuesday, August 30, 2011
No, not directly. I think perhaps with some special treatment it can be made to work, but I don't have any implementation of that. However, you could use SDAA to fill out a GBAA-style geometry buffer and then render alpha-tested stuff to that, and finally do a GBAA-style resolve.
crystallize
Tuesday, August 30, 2011
Does this technique allows alpha texture edges to be antialiased, like GBAA, or not?
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