query: Separating Different Types of Buffers in HLSL
positive_passages.docid: 18819
positive_passages.text: Non-interleaved vertex buffers DirectX11
negative_passages.docid: 52361
negative_passages.text: Non-member conversion functions; Casting different types, e.g. DirectX vector to OpenGL vector
negative_passages.docid: 49213
negative_passages.text: Binary buffer in Python
negative_passages.docid: 21976
negative_passages.text: How do I pipe colored diff output to less?
negative_passages.docid: 51380
negative_passages.text: What is the order-less rendering technique that allows partial transparency?
negative_passages.docid: 53987
negative_passages.text: Separate selected UV map vertices from surrounding vertices
negative_passages.docid: 122368
negative_passages.text: What are Vertex and Pixel shaders?
negative_passages.docid: 25093
negative_passages.text: Making an Emission shader emit a different colour of light than the colour assigned to the object?
negative_passages.docid: 112122
negative_passages.text: OpenGL normals misunderstanding?
negative_passages.docid: 34866
negative_passages.text: Using an Emission shader with textures without affecting the color of the mesh?
negative_passages.docid: 150487
negative_passages.text: OpenGL 3.0+ framebuffer to texture/images
negative_passages.docid: 155093
negative_passages.text: Correctly re-combine ALL render passes?
negative_passages.docid: 142188
negative_passages.text: OpenCV to use in memory buffers or file pointers
negative_passages.docid: 59842
negative_passages.text: Is it possible to use the output of a Renderlayer in the material nodes of another RenderLayer?
negative_passages.docid: 125536
negative_passages.text: How to alpha blend RGBA unsigned byte color fast?
negative_passages.docid: 34857
negative_passages.text: Separate Mirrored mesh when exporting?
negative_passages.docid: 14669
negative_passages.text: Is a constant condition more costly than switching shaders?