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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 [...]


What I do at work

On the past weekend, the Neuen Messe Stuttgart opened with an exhibition unter the motto “Innovation meets emotion“. We had the opportunity to showcase our bike simulator there at the exhibit stand of the MFG. The visitors could use the computer controlled ergometer to climb real, GPS-measured mountain roads on a road bike; the resistance [...]


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