Watertight Tessellation: precise and fma

One important feature of Direct3D 11 and OpenGL 4, which I have seen very little written about, is the addition of a new precise qualifier. It’s no surprise there’s some confusion about the purpose and motivation for this new keyword. The Direct3D documentation is vague about it: precise affects all results that contribute to the […]

Continue reading →

Back Online

You may have noticed my blog has been down during the last few months. I had some trouble with the server and lost all my posts. Unfortunately I did not have backups so it took quite some effort to restore them. At least I’ve managed to recover most articles and some of the posts that […]

Continue reading →