About 10 results
Open links in new tab
  1. issues converting from arrays to std::vector - GameDev.net

    Jul 18, 2006 · Vb_cells is used to draw player entities, and vb_fx is used to draw additive blending quads, like glowspots on the ground, shadows, explosions, projectiles, etc.

  2. How Do I Access the GPU from a Service? - GameDev.net

    Jun 25, 2008 · But the problem is that your bottleneck almost certainly is not the blending of each pixel. Your problem is almost certainly going to be either obtaining the pixels to blend in the first place, …

  3. How to make a full screen glow effect as world of warcraft

    Sep 29, 2006 · Hi,everyone ! i am about to create a full screen glow like world of warcraft.Glow in wow is very soft ,and it is really great ! how to achieve it ? Help~~~~ Morpheus011 309 September 29, 2006 …

  4. Slow Lua - Engines and Middleware - GameDev.net

    Apr 29, 2009 · GameDev.net is game development, providing forums, tutorials, blogs, projects, portfolios, news, and more.

  5. Cant create rendering context - GameDev.net

    Aug 24, 2004 · GameDev.net is your resource for game development with forums, tutorials, blogs, projects, portfolios, news, and more.

  6. Super slow bitmap fonts - NeHe Productions - GameDev.net

    Jul 19, 2005 · Im using the method in Lesson 13 to display text in bitmap fonts, and it seems ridiculously costly. There is enough room on the screen to display 38 lines of text on the screen. If im not …

  7. 2d Sprites in OpenGL + Constant error - GameDev.net

    Sep 1, 2010 · GameDev.net is game development, providing forums, tutorials, blogs, projects, portfolios, news, and more.

  8. teach me how to write a 3d game using D3D IM.. step by step

    Oct 21, 1999 · I think what you want here is really multiple artices. I propose that if made they should be on the following topics: - Basic Direct3D IM (setting up Direct3D, rendering a colored trianlge) - …

  9. Weird performance problem with SSAO - GameDev.net

    Aug 19, 2017 · You could even implement your own trilinear filtering by blending results from two mips, or use dithereing to avoid banding from switching mips... if the switch becomes visible at all. …

  10. Graphics and GPU Programming - GameDev.net

    Aug 5, 2005 · GameDev.net is game development, providing forums, tutorials, blogs, projects, portfolios, news, and more.