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* Deferred Shadow Maps Sample * Depth Of Field Sample * Inferred Rendering * Integrating Your XNA Engine With XSI ModTool * Motion Blur Sample * PIX With XNA Tutorial * XNA DXSAS Control Library * XNA HDR Rendering Sample (With LogLuv Encoding)THE DANGER ZONE
99.9% GENUINE GRAPHICS PROGRAMMINGWritten by MJP
August 12, 2019
GOODBYE, WORDPRESS
After 11 years I’ve decided to finally move on from wordpress.com. My new Hugo-powered site is up and running now, and you can read my first new post there if you’re curious as to why I made the switch. If you follow this site through RSS, I’d like to ask you to pleaseupdate your
Written by MJP
January 14,
2019January 14, 2019 ADVENTURES IN RETRO DEVELOPMENT: SNES EDITION When I was growing up, the SNES was easily my favorite console. How could it not be, with top-tier games like Super Metroid and Mega Man X available? I had always wanted to learn how to program for the SNES so that I could develop my own silly games for the hardware that ran myWritten by MJP
December 9,
2018December 15, 2018 BREAKING DOWN BARRIERS – PART 6: EXPERIMENTING WITH OVERLAPAND PREEMPTION
This is Part 6 of a series about GPU synchronization and preemption. You can find the other articles here: Part 1 – What’s a Barrier? Part 2 – Synchronizing GPU Threads Part 3 – Multiple Command Processors Part 4 – GPU Preemption Part 5 – Back To The Real World Part 6 – Experimenting WithWritten by MJP
September 8,
2018December 9, 2018 BREAKING DOWN BARRIERS – PART 5: BACK TO THE REAL WORLD This is Part 5 of a series about GPU synchronization and preemption. You can find the other articles here: Part 1 – What’s a Barrier? Part 2 – Synchronizing GPU Threads Part 3 – Multiple Command Processors Part 4 – GPU Preemption Part 5 – Back To The Real World Part 6 – Experimenting WithWritten by MJP
July 3,
2018December 9, 2018 BREAKING DOWN BARRIERS – PART 4: GPU PREEMPTION This is Part 4 of a series about GPU synchronization and preemption. You can find the other articles here: Part 1 – What’s a Barrier? Part 2 – Synchronizing GPU Threads Part 3 – Multiple Command Processors Part 4 – GPU Preemption Part 5 – Back To The Real World Part 6 – Experimenting WithWritten by MJP
June 17, 2018May
21, 2019
BREAKING DOWN BARRIERS – PART 3: MULTIPLE COMMAND PROCESSORS This is Part 3 of a series about GPU synchronization and preemption. You can find the other articles here: Part 1 – What’s a Barrier? Part 2 – Synchronizing GPU Threads Part 3 – Multiple Command Processors Part 4 – GPU Preemption Part 5 – Back To The Real World Part 6 – Experimenting WithWritten by MJP
April 1,
2018March 5, 2019
BREAKING DOWN BARRIERS – PART 2: SYNCHRONIZING GPU THREADS This is Part 2 of a series about GPU synchronization and preemption. You can find the other articles here: Part 1 – What’s a Barrier? Part 2 – Synchronizing GPU Threads Part 3 – Multiple Command Processors Part 4 – GPU Preemption Part 5 – Back To The Real World Part 6 – Experimenting WithPOSTS NAVIGATION
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