The Hacks of Life
Monday, November 19, 2012
Deferred Weirdness: What Have We Learned?
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To paraphrase the famous Nike Tiger Woods ad, "...and, did you learn anything?" X-Plane is more of a platform than a game - we...
Sunday, November 18, 2012
Deferred Weirdness: When Not to be Linear
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In my previous post, I described X-Plane 10's multipass scheme for deferred rendering. Because we need to simultaneously operate in ...
Saturday, November 17, 2012
Deferred Weirdness: Collapsing Two Passes
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X-Plane's deferred pipeline changed a lot in our 10.10 patch, into a form that I hope is final for the version run, because I don...
5 comments:
Friday, November 16, 2012
Deferred Lighting: Stenciling is not a Win
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I've been meaning to write up a summary of the changes I made to X-Plane's deferred rendering pipeline for X-Plane 10.10, but each...
4 comments:
Wednesday, October 31, 2012
Non-Square OGSSAA+FXAA
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I just finished integrating FXAA 3.11 into X-Plane 10; we were using an older FXAA implementation. Timothy Lottes pointed me at the right ...
Tuesday, July 24, 2012
Deferred Depth: 3 Ways
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I have been updating X-Plane 10's deferred pipeline; when 10.10 is in a later beta and we're sure that the new pipeline is going t...
2 comments:
Wednesday, April 04, 2012
Beyond glMapBuffer
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For a while X-Plane has had a performance problem pushing streaming vertices through ATI Radeon HD GPUs on Windows (but not OS X). Our i...
1 comment:
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