HLSLParser

We just finished porting The Witness to D3D11. It took a little longer than I was hoping and one of the unexpected difficulties was getting our D3D9 HLSL shaders to work in D3D11. The D3D shader compiler provides a backward compatibility flag (D3DCOMPILE_ENABLE_BACKWARDS_COMPATIBILITY) that I was hoping would allow us …

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Seamless Cube Map Filtering

seamless_featured

Modern GPUs filter seamlessly across cube map faces. This feature is enabled automatically when using Direct3D 10 and 11 and in OpenGL when using the ARB_seamless_cube_map extension. However, it’s not exposed through Direct3D 9 and it’s just not available in any of the current generation consoles.