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Rating Stats for

Jesse Hall

Rating
1558.14 (5,956th)
Reputation
3,772 (44,500th)
Page: 1 2 3
Title Δ
Pointers to Interfaces c++ -2.19
GLConsumer is already attached to a context for new SurfaceTexture 0.00
compiler adding random characters to my char array +3.88
Drawing a line using individual pixels in OpenGl core 0.00
Android EGL overlay transparency issues, difference between screens... 0.00
NDK and OpenGL ES extensions 0.00
OpenGL ES 3.0 in Android NDK r9 -0.10
OpenGL/Android big sprite quads bad performance 0.00
Correct point to release OpenGLES Resources Android NDK 0.00
Automatic buffer clear while using OpenGL on Android 0.00
Variable Name Efficiency in Shader (OpenGL ES 2) 0.00
android-ndk, glGenVertexArraysOES not found 0.00
Using gl_ClipDistance in a geometry-shader 0.00
CUDA: Dependence of kernel performance on occupancy 0.00
Use NVIDA card for CUDA, motherboard for video -0.08
Could depth value be greater than 1? 0.00
HLSL geometry shader texture look up 0.00
Kernel parameter passing in CUDA? +4.04
What does this colon do in an enum declaration? -1.59
(DirectX9) sRGB conversion after blending 0.00
Programmatically creating directx 11 textures, pros and cons of the... 0.00
Can't access a DXGI_FORMAT_R8_UINT texture 0.00
DirectX 9 HLSL Texture Sampling Issues 0.00
Copy Texture to Texture 0.00
Trying to understand how the casting/conversion is done by compiler... -0.06
FP-intensive hyperthreading performance on latest Xeons 0.00
Best way to get ints from a string with whitespace? -0.55
where are the official directx forums? +3.87
OpenGL: What's the deal with deprecation? +3.76
Trying to keep age/name pairs matched after sorting +0.29
Multiple Rendertargets in DX9 +2.09
How to signify to the compiler that a function always throws? +5.34
Sprites in directx10 and texture filtering 0.00
Thread specific memory with language features +0.08
DirectX post-processing shader -3.96
Parallel API for C/C++ on Windows -2.20
C++ overflow with new keyword debugging -1.64
DirectX 10 Mesh buffer not aligned problem? How to calculate wavefr... 0.00