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A high level shader construction syntax – Part III
December 04, 2012 TechTutorials

This article is part of the a series of posts, the first ones can be found here: A high level

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Porting Brackets to a new platform
November 08, 2012 TechTutorials

Brackets is a code editor for HTML, CSS and JavaScript that is built in HTML, CSS and JavaScript. That makes it

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Passing a struct from C# to C++ gone wrong
November 05, 2012 TechTutorials

Have you ever tried calling a C# method returning a structure from C++? This is not a common use of interoperability so you

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A high level shader construction syntax – Part II
October 19, 2012 TechTutorials

Enhanced shader syntax As explained in A high level shader construction syntax – Part I the proposed shader syntax is an extension

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A twist on PImpl
October 15, 2012 TechTutorials

PImpl is a well known pattern for reducing dependencies in a C++ project. The classic implementation is:     It has two

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A high level shader construction syntax – Part I
October 11, 2012 TechTutorials

Shader construction A challenge in modern graphics programming is the management of complicated shaders. The huge amount of  materials, lights

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Debugging undebuggable applications with PIX
September 10, 2012 TechTutorials

Developers can ask DirectX 9 not to allow PIX to debug their application by calling D3DPERF_SetOptions(1). I knew that and

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Building a shared memory IPC implementation – Part II
August 28, 2012 TechTutorials

 Memory management This post is a follow-up on Building a shared memory IPC implementation – Part I. I’d like to discuss

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DLL export quirks
August 11, 2012 TechTutorials

Can you spot an error in this code (compiled with MSVC 2010 SP1 running on Win7; TestDLL is just a

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