I am very new to Shaders and programming in direct 11(c++) and HLSL for shaders. However, I have been given a task to: Implement cube mapping of a static enviro
I'm using DirectX 11. I'm trying to draw a Cube mesh to the screen but the bottom half is getting cut off. If I move the camera up/down the bottom half is still
Summarized question Does unrolling a loop affect the accuracy of the computations performed within the loop? And if so, why? Elaboration and background I am wri
I'm working on a d3d application and i would like to compile my .hlsl shaders during to build using cmake. I have no idea where to start. this is my current CMa
I modified some shaders in unity and I'm trying to modify one in Cryengine. Can I send a parameter when I call a vertex/geometry/pixel shader in the technique?
I've created a plane with six vertices per square that form a terrain. I colour each vertex using the terrain height value in the pixel shader. I'm looking f