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Access Violation

Wednesday, 21 January 2009. Deferred Shading, AA, alpha blending. DirectX 9. Soon after finishing my DX10 demo, Arseny Kapoulkine. Gave me an idea how to implement the same functionality using DirectX 9. If you remember, this technique used SampleMask to select samples in which the data of transparent objects will be saved. This time, instead of it we will use stencil buffer. Using alpha test and a simple shader that draws a grid in a following pattern at a per-pixel step (image is magnified):. Before re...

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Access Violation | null-ptr.blogspot.com Reviews
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Wednesday, 21 January 2009. Deferred Shading, AA, alpha blending. DirectX 9. Soon after finishing my DX10 demo, Arseny Kapoulkine. Gave me an idea how to implement the same functionality using DirectX 9. If you remember, this technique used SampleMask to select samples in which the data of transparent objects will be saved. This time, instead of it we will use stencil buffer. Using alpha test and a simple shader that draws a grid in a following pattern at a per-pixel step (image is magnified):. Before re...
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1 access violation
2 some screenshots
3 demo controls
4 posted by
5 null ptr
6 4 comments
7 download
8 antialiasing with transparency
9 stencil routed k buffer
10 volumetric lighting demo
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access violation,some screenshots,demo controls,posted by,null ptr,4 comments,download,antialiasing with transparency,stencil routed k buffer,volumetric lighting demo,no comments,struct vs input,float2 texcoord texcoord0,first vertex,second vertex,hello
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Access Violation | null-ptr.blogspot.com Reviews

https://null-ptr.blogspot.com

Wednesday, 21 January 2009. Deferred Shading, AA, alpha blending. DirectX 9. Soon after finishing my DX10 demo, Arseny Kapoulkine. Gave me an idea how to implement the same functionality using DirectX 9. If you remember, this technique used SampleMask to select samples in which the data of transparent objects will be saved. This time, instead of it we will use stencil buffer. Using alpha test and a simple shader that draws a grid in a following pattern at a per-pixel step (image is magnified):. Before re...

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null-ptr.blogspot.com null-ptr.blogspot.com
1

Access Violation: Using ATI hardware tessellation in DX9.

http://null-ptr.blogspot.com/2008/07/using-ati-hardware-tesselation-in-dx9.html

Monday, 14 July 2008. Using ATI hardware tessellation in DX9. Maybe you heard that ATI GPUs starting from 2* * have hardware tessellation unit. Maybe you have seen it working in GPU Mesh Mapper and Render Monkey 1.81. But there isn't any info on how to use it yourself. So with the power of reverse engineering I have finally written my first application that uses hardware tessellation. And I will gladly share the info with you. To enable tessellator, simply write a few lines of code. Float4 position = pos...

2

Access Violation: January 2009

http://null-ptr.blogspot.com/2009_01_01_archive.html

Wednesday, 21 January 2009. Deferred Shading, AA, alpha blending. DirectX 9. Soon after finishing my DX10 demo, Arseny Kapoulkine. Gave me an idea how to implement the same functionality using DirectX 9. If you remember, this technique used SampleMask to select samples in which the data of transparent objects will be saved. This time, instead of it we will use stencil buffer. Using alpha test and a simple shader that draws a grid in a following pattern at a per-pixel step (image is magnified):. Before re...

3

Access Violation: July 2008

http://null-ptr.blogspot.com/2008_07_01_archive.html

Monday, 14 July 2008. Using ATI hardware tessellation in DX9. Maybe you heard that ATI GPUs starting from 2* * have hardware tessellation unit. Maybe you have seen it working in GPU Mesh Mapper and Render Monkey 1.81. But there isn't any info on how to use it yourself. So with the power of reverse engineering I have finally written my first application that uses hardware tessellation. And I will gladly share the info with you. To enable tessellator, simply write a few lines of code. Float4 position = pos...

4

Access Violation: June 2008

http://null-ptr.blogspot.com/2008_06_01_archive.html

Saturday, 21 June 2008. Vector representation of fonts on GPU. Recently, an idea to create GPU accelerated rendering of vector images occurred to me. These images contain not the color data itself, but the information about contours that form the final image. This vector image can be scaled without loss of detail. At first, I didn’t know how to determine if the given point is placed inside or outside a contour. Solution came shortly after: we will take line segment starting from arbitrary posit...For exa...

5

Access Violation: Deferred Shading, AA, alpha blending. DirectX 9

http://null-ptr.blogspot.com/2009/01/deferred-shading-aa-alpha-blending-demo.html

Wednesday, 21 January 2009. Deferred Shading, AA, alpha blending. DirectX 9. Soon after finishing my DX10 demo, Arseny Kapoulkine. Gave me an idea how to implement the same functionality using DirectX 9. If you remember, this technique used SampleMask to select samples in which the data of transparent objects will be saved. This time, instead of it we will use stencil buffer. Using alpha test and a simple shader that draws a grid in a following pattern at a per-pixel step (image is magnified):. Before re...

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whatdreamswaycome.blogspot.com whatdreamswaycome.blogspot.com

What Dreams Way Come: Shader-Art Contest?

http://whatdreamswaycome.blogspot.com/2009/06/shader-art-contest.html

What Dreams Way Come. Tuesday, June 30, 2009. It's here http:/ www.gamedev.ru/code/forum/? Subscribe to: Post Comments (Atom). Senior Graphics Engine Developer at Wargaming.net. View my complete profile. Crazy Engine Youtube Channel. Crazy Engine on ModDB. My page on Facebook. Particle System (captured video). Diary of a Graphics Programmer. Realtimecollisiondetection.net - the blog. What your mother never told you about graphics development. Программирование — это просто! Using with google analytics.

whatdreamswaycome.blogspot.com whatdreamswaycome.blogspot.com

What Dreams Way Come: First Demo

http://whatdreamswaycome.blogspot.com/2009/12/first-demo_23.html

What Dreams Way Come. Wednesday, December 23, 2009. Reference deleted. Now I'm doing a larger-scale demo. Small technical demo but great performance! 24-29 fps with a small quadro FX 570. Strange character self shadowing (sometimes) but definitively very impressive! January 4, 2010 at 10:55 AM. January 4, 2010 at 11:40 AM. Render is more optimized already, has become even faster. I will try in the near future to lay out a more comprehensive demo with bug fixes. Все к этому идет. January 5, 2010 at 9:13 PM.

whatdreamswaycome.blogspot.com whatdreamswaycome.blogspot.com

What Dreams Way Come: Screen-space global illumination

http://whatdreamswaycome.blogspot.com/2009/08/screen-space-global-illumination.html

What Dreams Way Come. Friday, August 21, 2009. Продолжается разработка Realtime Global Illumination, вот неcколько скриншотов, некоторые идеи взяты отсюда http:/ diaryofagraphicsprogrammer.blogspot.com/2008/06/screen-space-global-illumination.html. Subscribe to: Post Comments (Atom). Senior Graphics Engine Developer at Wargaming.net. View my complete profile. Crazy Engine Youtube Channel. Crazy Engine on ModDB. My page on Facebook. Diary of a Graphics Programmer. Программирование — это просто!

whatdreamswaycome.blogspot.com whatdreamswaycome.blogspot.com

What Dreams Way Come: Editor overview: MaterialEditor updates

http://whatdreamswaycome.blogspot.com/2010/02/editor-overview-material-editor-updates.html

What Dreams Way Come. Sunday, February 28, 2010. Editor overview: MaterialEditor updates. Post about MaterialEditor: http:/ whatdreamswaycome.blogspot.com/2010/01/editor-overview-nodes-based.html. 1 Built-in CurvesEditor to flexible control shader input - Float and the Float4 variables. 2 Added Diffuseness, Ambient, LightingMask material inputs. 3 Added new properties to material. 4 Original appearance is a bit changed. 5 Material expressions can change a size. 7 Arrow heads to the connections lines.

whatdreamswaycome.blogspot.com whatdreamswaycome.blogspot.com

What Dreams Way Come: Editor overview: SoundMix Editor

http://whatdreamswaycome.blogspot.com/2010/04/editor-overview-soundmix-editor.html

What Dreams Way Come. Friday, April 16, 2010. Editor overview: SoundMix Editor. The SoundMixEditor is a visual editor for mixing sounds and effects. Many nodes for sound tree modification. Controlled nodes from script and database. Напишу еще рас =):. Все супер, но чего на гемдеве пост не обновляешь? July 13, 2010 at 12:35 AM. Subscribe to: Post Comments (Atom). Senior Graphics Engine Developer at Wargaming.net. View my complete profile. Crazy Engine Youtube Channel. Crazy Engine on ModDB.

whatdreamswaycome.blogspot.com whatdreamswaycome.blogspot.com

What Dreams Way Come: A few screenshots

http://whatdreamswaycome.blogspot.com/2010/01/few-screenshots.html

What Dreams Way Come. Tuesday, January 5, 2010. It loks like a really next-G imange from z super game! When I gonna play it? January 5, 2010 at 11:45 PM. Subscribe to: Post Comments (Atom). Senior Graphics Engine Developer at Wargaming.net. View my complete profile. Crazy Engine Youtube Channel. Crazy Engine on ModDB. My page on Facebook. Editor overview: nodes-based MaterialEditor. Diary of a Graphics Programmer. Realtimecollisiondetection.net - the blog. Программирование — это просто!

whatdreamswaycome.blogspot.com whatdreamswaycome.blogspot.com

What Dreams Way Come: Planets. Short flight.

http://whatdreamswaycome.blogspot.com/2010/04/planets-short-flight.html

What Dreams Way Come. Friday, April 9, 2010. Planets. Short flight. Looking fairly good. However, what I noticed is too strong specular (or at least it seems so) and the atmosphere of the Earth is. hmm how to put it. flat? April 9, 2010 at 1:51 PM. Yes, specular, probably not very good. Moreover, it is a very old video. April 10, 2010 at 12:29 AM. Subscribe to: Post Comments (Atom). Senior Graphics Engine Developer at Wargaming.net. View my complete profile. Crazy Engine Youtube Channel.

whatdreamswaycome.blogspot.com whatdreamswaycome.blogspot.com

What Dreams Way Come: Static Lighting with GI

http://whatdreamswaycome.blogspot.com/2010/02/static-lighting-with-gi.html

What Dreams Way Come. Sunday, February 14, 2010. Static Lighting with GI. I'm currently working on implementing a static lighting with global illumination. Here are some results, baked high resolution shadows from multiple light sources of different types plus Radiosity Normal Mapping. GI comming soon. Waiting to see the complete GI : ). February 14, 2010 at 2:28 AM. Dont forget to make per object lighting configuration. baked vertex lighting may be useful to ). February 17, 2010 at 4:55 PM.

whatdreamswaycome.blogspot.com whatdreamswaycome.blogspot.com

What Dreams Way Come: Streaming

http://whatdreamswaycome.blogspot.com/2009/10/streaming.html

What Dreams Way Come. Friday, October 23, 2009. Successfully implemented texture and mesh streaming, . Significantly reduced the cost of memory, . The game world can now be much larger and detailed! Subscribe to: Post Comments (Atom). Senior Graphics Engine Developer at Wargaming.net. View my complete profile. Crazy Engine Youtube Channel. Crazy Engine on ModDB. My page on Facebook. Diary of a Graphics Programmer. Realtimecollisiondetection.net - the blog. Программирование — это просто!

whatdreamswaycome.blogspot.com whatdreamswaycome.blogspot.com

What Dreams Way Come: Editor overview: LensFlaresEditor

http://whatdreamswaycome.blogspot.com/2010/02/editor-overview-lensflareseditor.html

What Dreams Way Come. Sunday, February 7, 2010. Any materials can be used in the one flare. Flexible options that depend on flare offsets/distance (color/alpha/rotation/size/etc). Not limited number of flares in one effect. Хорошая работа ;). February 7, 2010 at 9:37 PM. Wow - those flares are amazing! February 11, 2010 at 9:56 AM. Subscribe to: Post Comments (Atom). Senior Graphics Engine Developer at Wargaming.net. View my complete profile. Crazy Engine Youtube Channel. Crazy Engine on ModDB.

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Access Violation

Wednesday, 21 January 2009. Deferred Shading, AA, alpha blending. DirectX 9. Soon after finishing my DX10 demo, Arseny Kapoulkine. Gave me an idea how to implement the same functionality using DirectX 9. If you remember, this technique used SampleMask to select samples in which the data of transparent objects will be saved. This time, instead of it we will use stencil buffer. Using alpha test and a simple shader that draws a grid in a following pattern at a per-pixel step (image is magnified):. Before re...

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null_ptr's Journal

Friday, December 31st, 2010. В этом году больше всего порадовали следующие фильмы:. Scott Pilgrim vs. the World. Всех с Новым Годом! Saturday, January 17th, 2009. Deferred Shading, AA, alpha blending. (demo, DX9). На ДХ9, и подкинул идею для реализации. Итак, в ДХ9 отдельные семплы из буфера читать нельзя, и поэтому пришлось сделать SSAA. G-Buffer увеличен в 4 раза, а для того чтобы рисовать полупрозрачные поверхности в отдельные семплы используется буфер трафарета. 7600 GS, GT: 2-4fps. 8600 GT: 2-55 fps.

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Null Reference | Not just an object reference error

Not just an object reference error. SQLMAP with DVWA and manual injection. On November 15, 2013. I just published a write up or tutorial on sqlmap with DVWA (damn vulnerable web app). The write up I did was for fellow coworkers showing them how SQLMAP could easily automate sql injection however the value of understanding the manual injection commands. Check it out here. On November 14, 2013. Follow me on twitter. SQLMAP with DVWA and manual injection.

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