DirectX
2011
2010
- Conservative Depth Output (and Other Lesser-Known D3D11 Features) Nov 15
- Deferred MSAA Aug 16
- MSAA Sample Pattern Detector Jul 7
- A Closer Look At Tone Mapping Apr 30
- Attack of the depth buffer Mar 23
- D3D Performance and Debugging Tools Round-Up: PerfHUD Mar 7
- D3D Performance and Debugging Tools Round-Up: PIX Feb 15
- New Series: D3D Performance and Debugging Tools Round-Up Feb 15
- Inferred Rendering Jan 10
2009
- Correcting XNA's Gamma Correction Dec 31
- Two Samples For The Price Of One Dec 6
- New Tutorial: Using PIX With XNA Oct 16
- Scintillating Snippets: Storing Normals Using Spherical Coordinates Jun 17
- Reconstructing Position From Depth, Continued May 5
- There's More Than One Way To Defer A Renderer Mar 27
- Scintillating Snippets: Reconstructing Position From Depth Mar 10
- Deferred Cascaded Shadow Maps Feb 18
- Deferred Shadow Maps Sample Jan 20
- Teach Your Effects A New Trick Jan 19