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Rating Stats for

Adam Miles

Rating
1507.33 (106,206th)
Reputation
2,946 (57,424th)
Page: 1 2
Title Δ
Error when creating vertex buffer DirectX11 +4.00
Error when creating vertex buffer DirectX11 -4.00
Unable to create a DX11 render target view 0.00
DirectX 11 Minimum Texture Size 0.00
DXGI EnumOutputs - no DXGI_OUTPUT_DESC and empty display modes array 0.00
E_INVALIDARG in D3D11 0.00
Is there a time border for OpenGL Compute Shaders? 0.00
HLSL: SV_Position, why/how from float3 to float4? 0.00
Loading Texture2D data in DirectX 11 Compute Shader 0.00
In DirectX, what values is stored in the depth value? Does this dif... 0.00
DirectX Trying to create shader 0.00
DirectX 11 Render to Texture Not Working 0.00
SharpDXException on setting Shader inputLayout 0.00
HLSL Shader Optimilation with MAD(m,a,d) 0.00
How to increase the refresh rate of directx 11? 0.00
directx11 - can't set Texture2D as ShaderResourceView? 0.00
How does the reversebits function of HLSL SM5 work? 0.00
HLSL Reflection - how to get the members of a tbuffer? 0.00
Selecting a constant buffer dynamically 0.00
How to disable MSI logging files presumably being generated by Visu... +1.94
geometry shader falsely interpreted as vertex shader 0.00
HLSL cbuffer does not get written to completely? 0.00
DirectX 11 Per Face Data 0.00
Optimization of HLSL shaders 0.00
Displacement shader rendering issue (back drawn on top of front) 0.00
DirectX 11 EnumOutputs Fail with NVIDIA Card, Win 8 -0.05
Directx 11.2 mipmaps with SharpDX? 0.00
NSight crash at frame profile 0.00
Unity Compute Shader, Array Indexing through SV_DispatchThreadID 0.00
Should I avoid creating multiple variables when programming a shader? 0.00
XNA and HLSL: Sample entire texture for luminosity average -4.10
How to use Texture2DArray in HLSL DirectX11 C++ 0.00
Preventing pixelshader overdraw for a single ERG 0.00
Unity Compute Shaders Vertex Index error 0.00
Why is this XMVector3Transform call not returning the right result? 0.00
writing a "Compare - Equals" function in HLSL / CG i.e. i... +4.08
Direct3D 10 Hardware Instancing using Structured Buffers 0.00
HLSL vertex declaration semantic issue 0.00
Early Z-test / depth-test in DirectX 11 0.00
Directx 11 Compatiblilty 0.00
DX11 created textures are white -0.05
HLSL SamplerStates 0.00
Reflecting texture register from a HLSL shader by name 0.00
Dimensions of ID3D11ShaderResourceView +0.69
Sampling from single channel textures in DirectX 0.00
Direct3D9 / HLSL Depth semantic not working 0.00
DirectX11 wireframe z-fighting help (or why D3D11_RASTERIZER_DESC.D... +3.95
Checking if float3 passed boundary 0.00
UAV counter indices used across multiple shaders? 0.00