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DirectX 11: conservative oDepth

Bin heute auf den folgenden Absatz eines a Artikels auf Gamasutra hingewiesen worden:
Traditionally, IHVs have had to disable Z acceleration structures and algorithms when shaders write to the depth buffer via the oDepth register. The conservative oDepth feature in DirectX 11 enables shaders to write to the depth buffer within a specified region guarantee. This [...]


DirectX 11: conservative oDepth

The following part of a Gamasutra article was brought to my attention:
Traditionally, IHVs have had to disable Z acceleration structures and algorithms when shaders write to the depth buffer via the oDepth register. The conservative oDepth feature in DirectX 11 enables shaders to write to the depth buffer within a specified region guarantee. This enables [...]


Great Lyrics #10 : The Saints Are Coming

As we all know, none of the TV pictures of this U2/Green Day song really happened – it’s all CG / compositing of outstanding quality. A ‘making of’ was shown at the SIGGRAPH 2007 electronic theater.

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