"He who lives without folly isn't so wise as he thinks."
- Francois De La Rochefoucauld
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Query FailedHumus
Sunday, July 10, 2011

Good question. It's been in the pipeline for too long. I've started on a Framework4 ages ago, and wrote a demo using it, but haven't gotten around to finish that work. Besides lack of time, most of my ideas recently have been possible to complete in DX10, so I haven't felt any real push to get done with it. But absolutely, I intend to get some DX11 and OpenGL 4 demos up here when I get the time for it.

Progman
Sunday, July 3, 2011

Very interesting site. When you have any new examples of DirectX 11 and OpenGL 3-4 versions and you plan to write them all?

zhouhe
Tuesday, June 28, 2011

i think , the sv_position.z in d3d10 and gl_FragCoord.z in OpenGL are the same thing.

in d3d10 they say sv_position.xy is space xy, and
sv_position.z is "z/w", but "z" in the "z/w" is world space z, divided by w, it becomes screen space z, which is to be stored into depth buffer.

in glsl spec gl_FragCoord.xyz is defined in screen sapce, i think they are talking about ( v.x /v.w , v.y/v.w , v.z/v.w )

Jaillum Malord
Monday, June 27, 2011

Congratulations dude. May the next generation give you man, man, many years of happiness

mkhaled
Tuesday, June 7, 2011

your method is great but there is a problem when an edge is not visible when an object intersect another, think about a cube over a plane like this

xxxxxxx
x x
x x
xxxxxxxxxxxyyyyyxxxxxxxxxxxxxxxxxxx
x x
xxxxxxx

how can we fill KMF when drawing triangles instead of lines???

Nobody
Thursday, June 2, 2011

Congraz from China

Mkr
Wednesday, June 1, 2011

Congratulation man!

DrTeeth
Thursday, May 26, 2011

Mazal-tov! But you have given the game away that you have too much free time on your hands <g>.

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