A goal for this question is that outline of my circle wipe improves like left exmple in the image below. So far outline of my circle wipe does not have two clea
I have a d3d application that renders a mip mapped cubemap in a fullscreen quad pixel shader. I stumbled on a weird behavior, and wrote the following test to il
So i seem to be having an issue with assigning a value to a buffer within a compute shader. Essentially, I want to check if a calculated value is greater than o
So I am using a compute shader in unity to find groups of vertices that overlap (are the same as) other groups of vertices in a Vector3[]. I have a List < Li
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