Archive
2017
February
- February 12, 2017 » Spherical Harmonics and applications in real time graphics (part 3)
January
- January 31, 2017 » Vulkan Workshop / DevU 2017
- January 08, 2017 » Spherical Harmonics and applications in real time graphics (part 2)
2016
December
- December 27, 2016 » Spherical Harmonics and applications in real time graphics
June
- June 19, 2016 » Latest Update
May
- May 09, 2016 » Vulkan prototype - metal layer refactoring
- May 04, 2016 » Vulkan latest progress -- core lighting working
April
- April 22, 2016 » Vulkan prototype - how many separate render passes in the lighting parser?
- April 15, 2016 » Vulkan prototype - the big issues
- April 12, 2016 » Important Vulkan tips
- April 08, 2016 » Vulkan prototype slowly progressing
- April 05, 2016 » HLSL shader prototype with Vulkan
- April 04, 2016 » Starting to experiment with Vulkan
March
- March 31, 2016 » Comparing different methods for order independent transparency
- March 30, 2016 » Environment Rendering Screenshots
- March 26, 2016 » Release v0.04.0
- March 25, 2016 » Environment Sample Streamlining
- March 14, 2016 » Latest Tool Features
February
- February 05, 2016 » Transmitted specular
- February 01, 2016 » Improved IBL
January
- January 29, 2016 » Transmitted specular progress
- January 26, 2016 » Processing textures with the XLE scriptable asset path
- January 25, 2016 » Transmitted specular
- January 22, 2016 » Transmission Node Diagram
- January 21, 2016 » Material and Node Diagram Tool
2015
December
- December 16, 2015 » Dynamic Function Linking Graph for Shaders
- December 11, 2015 » Rectangle Light diffuse vs 3DS Max
- December 09, 2015 » Working some improvements to rectangle lights
- December 04, 2015 » What to do first
- December 02, 2015 » Area Lights with Physically Based Rendering
- December 01, 2015 » First post