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  1. How to create a video game?
  2. Wavelet Image Compression Library 3.0
  3. C# OpenGL Framework for .NET 2.0
  4. Avivo deinterlacing usable from DirectShow?
  5. ::Help with timers and Directx::
  6. The Ideal Game Engine
  7. XNA Game Studio Express 1.0 and DirectX SDK December 2006
  8. What could make wglMakeCurrent awfully slow?
  9. Empirical parametric runtime code optimization.
  10. Why use #if 0 in code?
  11. Multiplying and dividing bignums
  12. Rasterizing triangles
  13. ambient occlusion data as a lightmap
  14. [X11, ATI fglrx] Who's dumber: me or my driver?
  15. Deferred normals from depth.
  16. Vertex Buffer Object - usage HELP!
  17. ::Total number of textures::
  18. random weirdness... bug? dodgy card?
  19. Projecting a rectangle onto a circle
  20. February 2007 DirectX SDK is available
  21. texture dilation filter- need HELP!
  22. Eyeshot, the .NET OpenGL Component
  23. Running Cg Programs on the CPU
  24. Phong Reflection Model
  25. Understanding OpenGL benchmarking
  26. Xna objects, space partitioning etc
  27. Where to buy ShaderX & ShaderX 2?
  28. The sense in programming to the metal
  29. real time skin shader test
  30. State machine vs shader uniforms; does performance really matter?
  31. heightmap to normal map
  32. Recursive Subdivision
  33. NVIDIA GDC07 Presentations Available
  34. Optimizing for CELL - Wavelet Image Compression
  35. Any word on CG 2.0?
  36. Trouble Implementing Gradient Shadow Map
  37. Why does my variance shadow map need an offset?
  38. AMD's GDC07 presentations are online.
  39. 3D Programming Books
  40. OpenGL VBOs
  41. April 2007 DirectX SDK Now Available
  42. Full scene shadow rendering
  43. XNA Framework 1.0 refresh available for Download
  44. Registration/Reorientation !
  45. Using colourless' D3dbench tool
  46. DirectX 10 = DirectX 9 for Vista
  47. ShaderX5: CSM and pixel shader register indexing
  48. Raytracing data!
  49. DirectX SDK June 2007
  50. Starting computer programing degree, advice?
  51. New Radeon SDK
  52. Win a 3D/compositing course!
  53. CGFX and textures
  54. Develop Conference - Free AMD Tech Day - Brighton, UK - 27th July 2007
  55. When can I expect to code in Longs Peak's new object model under Linux?
  56. Quiz Question
  57. DX10 GS shader
  58. DirectX August SDK
  59. MultiSample Depth buffer Resolve
  60. How Procedural breaking Geometric
  61. Gamedev.Net Shade Your World contest
  62. Thin structures giving off duff shadows
  63. SIGGRAPH 2007: Microsoft on D3D10 and D3D10.1
  64. How to add blur to VSM? :)
  65. SIGGRAPH 2007: OpenGL ARB officially announces OpenGL 3
  66. C++ quaternion library needed
  67. Power Render 3D Engine with full source code + site license for $100
  68. NVidia PerfHUD 5.0 troubleshooting
  69. AMD GPU Shader Analyser v1.3
  70. the order of dividing W and interpolation in the rendering pipeline
  71. saving floating point value to int render target
  72. Discrete values in pixel shader
  73. GL_RGBA32F_ARB and FBOs
  74. HLSL Array reference issue
  75. DirectX November 2007
  76. sometimes even D3DPOOL_MANAGED resources need to be recreated after device lost?
  77. Multiple techniques in single effect file
  78. OpenGL 3 specification delayed
  79. HL2 and driver back-doors :)
  80. (DX10) Devices, Displays, Adapaters, etc. Clarification Needed.
  81. Deferred shading: Crytek's normalized linear depth
  82. Strange issue using DirectX in Mixed-Managed DLL
  83. Leveraging FBOs use with SLI
  84. Problems with Deferred Shading
  85. Interior lighting
  86. Thoughts on shader creation/integration pipeline
  87. Sync3d Texture Packs totally-free seamless textures Now available for download
  88. AMD revs GPU PerfStudio to include OpenGL support
  89. Where is OpenGL 3?
  90. issue with PSVSM
  91. Havok physics software on PC soon-to-be free for non-commercial use
  92. 2D revival! Let's talk about vector based graphics
  93. Best sites, to brush up, and get free code?
  94. Reading Google Sketchup (.skp) or Google Earth (.kmz)???
  95. Programming real-time graphics/games in C?
  96. Syntax of <triangles> in COLLADA
  97. [Help] OpenGl/GLUT - Shadow Maps using C
  98. Timers - multi media vs query performance counter
  99. Direct3D 11
  100. HLSL support in .NET Framework 3.5 SP1
  101. GLSL much slower than HLSL?(In AMD GPU ShaderAnalyzer)
  102. Math to learn for graphics programming?
  103. pre-compiled GLSL
  104. Scanline Rasterizer
  105. Volume rendering large data problem
  106. 3D Content Creation Tools - Developers Question
  107. Release: 3D autostereoscopic camera script
  108. OpenGL Geometry shaders: poor performance on NV GF9800 GT
  109. Best Deferred
  110. Hello, glad I found this forum
  111. Recursive Drawing
  112. Particle rendering and animation (GPU & CPU)
  113. Anyone using devDept Eyeshot?
  114. Glow Effect in OpenGL
  115. Implementing trilinear/anisotropic in the pixel shader
  116. crytek crysis dx10 vs. dx10.1
  117. Weighted Random Pick of RGBA
  118. Hi everyone
  119. Nested structures in Visual Studio 2008
  120. Free-roaming games and problems
  121. 2D to 3D game programming
  122. Dumb AI to smart self-aware programs
  123. Running D3D9 vertex shaders on the Intel 945GM
  124. Current state of the art in water rendering
  125. Direct3D10 Book - online now, paper later
  126. OpenGL 3.1 announced
  127. Adventureland (2009) online - where to watch ?
  128. Shader Graph (basic question)
  129. Early exit related thread
  130. :: MI calculation::
  131. opengl API trends (user clip planes, depth comparison...)
  132. VB.NET framework question
  133. Why the display is so slow?
  134. OpenGL 3.2
  135. :: Opengl Text ::
  136. Great New Learning Tools from cmiVFX!
  137. iPhone/iPod software development thread
  138. 3DNow! = 3DGone?
  139. Programming Massively Parallel Processors: A Hands-on Approach
  140. Copy data from RGBA texture to luminance
  141. DirectX and Delphi
  142. OpenGL 4.0
  143. MMX array addition
  144. Plane9 Free visualizer with realtime cg shader editor
  145. D3D11 stream output & compute shader
  146. 2d image pixels mapping to 3d model
  147. SoftPixel Engine
  148. Searching for 3d graphics library preferably java based to solve my problems
  149. Barts & tessellation rate, please explain
  150. DirectX 9<->11 interop
  151. Nonsensical shader assembly
  152. Shader swizzles and write-mask confusion
  153. Problem, Rendertarget alpha == 1.0 always
  154. Looking for a good approach to copy the depth-buffer in the middle of a frame
  155. Source for 3d models
  156. RESZ unsuccessfull
  157. Friendly F#: fun with game programming and XNA
  158. DirectX 11.1
  159. Vertex normals
  160. An open (BSD) shader compiler front end / translator
  161. Help with squish (DXT compression)
  162. DirectX 9 problem with rendering after window resize
  163. glMegatex
  164. 3D Lightmap generator?
  165. weird instancing problem with directX11 under 64 bits
  166. read depthstencil in pixel shader
  167. Indexed Vertex Blending with the Direct3D Pipeline
  168. How to rotate surface and display? i am using direct3D9
  169. Recommend: Learning Modern 3D Graphics Programming (OpenGL, Jason L. McKesson)
  170. blending /depth_test
  171. Minecraft as a dedicated design tool
  172. Can someone tell me what mean thoses error lines with GPUperfstudio ?
  173. BSD licensed Cg-like shader parser / translator
  174. DX11 Compute Shader Dependencies
  175. GLSL Validate - command-line GLSL shader compile / link validation tool - BSD License
  176. Manipulating 3d shape with an algorithm
  177. Replacing Cg - BSD licensed shader front / back end and runtime
  178. Matrix storage for vector instructions - row major vs column major