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Shirt "Globus" - Men

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15,00 EUR

19 % VAT incl. excl. Shipping costs

Shipping time: 3-4 Days

Product no.: EBT003
Shirt "Globus" - Men
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Customer reviews:

Author:  Guest am 03/07/2013
Evaluation:3 of 5 Stars!

Review:

Ok Caroline, here are the ones I remember from today.1. Tape on the boottm of the mouse so the cursor doesn't move.2. Replace picture of son with picture of our kids.3. Change Google language to Elmer Fudd (still hasn't been noticed though, not very good, maybe should have used Bork Bork Bork)4. Remove all staples from stapler.5. Remove every pen and pencil from desk and replace with crayons.6. Pretend that you haven't figured out about above change and work with the crayons to drive original prankster crazy.Have I forgotten any? http://hzltsbvdcl.com [url=http://zpnfvddfi.com]zpnfvddfi[/url] [link=http://kkprplzcwaa.com]kkprplzcwaa[/link]

Author:  Guest am 02/07/2013
Evaluation:2 of 5 Stars!

Review:

It's not drawing them that's slow, it ginrtaeneg themA few ways to improve performance would be: * precompute shadows for static lights and objects * only compute/render shadows from lights that might be visible on the screen (for big scrolling levels) Note that some ofscreen objects/light will need to be included in the algorithm to make it work well * for each light, only cast shadows from objects which are in the light's range * any optimization that you would do in a physics engine, to avoid testing for collision between two objects, you can do in the shadows sample, to avoid computing shadows for some light/object pairsThere are probably a few other ways to increase performance, but the purpose of the article was to describe the technique

Author:  Guest am 24/06/2013
Evaluation:3 of 5 Stars!

Review:

Otfg2u , [url=http://cimvwlegrtjs.com/]cimvwlegrtjs[/url], [link=http://ocxvpfagujwl.com/]ocxvpfagujwl[/link], http://fstzfwuflhng.com/

Author:  Guest am 23/06/2013
Evaluation:4 of 5 Stars!

Review:

Catalin, you are probably right, but since Xbox360 is a DX9 ciedve, waiting for DX10 in XNA would be not much of solution for me :/But, what if we compute a line that stretches across a polygon that is supposed to cast shadow. This line would connect the two most outer points of that polygon, the ones that are on the edges of your shadow. Then we could use that line for calculating shadow using Manders method. Off course such a shadow would partially cover the shadow casting object itself, but then we could draw that object on top of the shadow layer or maybe use a pixel shader to remove parts of a shadow that intersect with the shadow casting object itself.Again this is only a rough idea, based on my common sense logic and not a deep knowledge of the XNA and shaders. The knowledge which i unfortunately don't posses (yet)

Author:  Guest am 23/06/2013
Evaluation:3 of 5 Stars!

Review:

Great sample! That is eactlxy what I was looking for to improve the graphics of my 2d game. But the (bad) performance still remains a serious problem for me. In my game, the (scrolling)levels are much bigger as the one in the sample. Furthermore i also would like to add some more lights. I tried this within the sample and the result was like a slideshow I experienced that the most performance loss comes while drawing the shadowvertices (last lines of the DrawShadows method). Maybe merging all convexhulls shadows to one single buffer could help here. Also precalc the shadowvertices on specific events (eg. on new light, on new convexhull, on lightposition change, on convexhullposition change, on scaling light range ) instead of doing this each frame. Therefor an illumination manager class, which holds shadowvertices and manages all convexhulls and lightsources, could be helpfull. Just my thoughts. Any further ideas?

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This Product was added to our catalogue on Tuesday 25 December, 2007.

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