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Adventures with F# and DirectX 11

Adventures with F# and DirectX 11. Friday, November 16, 2012. Writing GPU Shaders in F#. I have been working lately on a library that allows one to write shaders in F#. It uses code quotations to translate these shaders to HLSL before being executed on the GPU. Check out SharpShaders. Monday, November 5, 2012. Auomatically enforcing HLSL Struct Layout with PostSharp. Fields must start on a 4 byte boundary. If fields cross a 16 byte boundary, they have to start on a 16 byte boundary. To avoid having to wr...

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Adventures with F# and DirectX 11 | fsharp-playground.blogspot.com Reviews
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Adventures with F# and DirectX 11. Friday, November 16, 2012. Writing GPU Shaders in F#. I have been working lately on a library that allows one to write shaders in F#. It uses code quotations to translate these shaders to HLSL before being executed on the GPU. Check out SharpShaders. Monday, November 5, 2012. Auomatically enforcing HLSL Struct Layout with PostSharp. Fields must start on a 4 byte boundary. If fields cross a 16 byte boundary, they have to start on a 16 byte boundary. To avoid having to wr...
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1 on github
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3 johan verwey
4 4 comments
5 using the postsharp
6 isn't that neat
7 no comments
8 prime numbers
9 yield head
10 yield
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on github,posted by,johan verwey,4 comments,using the postsharp,isn't that neat,no comments,prime numbers,yield head,yield,void update =,while true,drawrocketat rocketheight ;,rocketheight ;,drawrocketat rocketheight,update rocketheight 1,update 0,return
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Adventures with F# and DirectX 11 | fsharp-playground.blogspot.com Reviews

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Adventures with F# and DirectX 11. Friday, November 16, 2012. Writing GPU Shaders in F#. I have been working lately on a library that allows one to write shaders in F#. It uses code quotations to translate these shaders to HLSL before being executed on the GPU. Check out SharpShaders. Monday, November 5, 2012. Auomatically enforcing HLSL Struct Layout with PostSharp. Fields must start on a 4 byte boundary. If fields cross a 16 byte boundary, they have to start on a 16 byte boundary. To avoid having to wr...

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Adventures with F# and DirectX 11: Geometry shaders for Dummies

http://fsharp-playground.blogspot.com/2010/01/geometry-shaders-for-dummies.html

Adventures with F# and DirectX 11. Saturday, January 2, 2010. Geometry shaders for Dummies. This is a convenient shape to subdivide since it results in a sphere with evenly distributed vertices. Each triangle of the original icosahedron is recursively subdivided into 4 triangles. The newly created vertices are then normalized so that the lie on the surface of a unit sphere. Float4 Position : POSITION;. GSInput VertShader(VSInput input ). OutPosition = input.Position;. Float4 va = input[0].Position;.

2

Adventures with F# and DirectX 11: December 2009

http://fsharp-playground.blogspot.com/2009_12_01_archive.html

Adventures with F# and DirectX 11. Thursday, December 31, 2009. I was getting annoyed with having to cast Math.PI which is double to float32 every time. F#, like C# 3.0 allows you to extend existing types by adding your own functionality. You don't have access to any of the internals, but you can add methods and properties that access the public interface. Here is my extension to System.Math:. Type System.Math with. Static member Pi = float32(Math.PI). Static member PiOver2 = Math.Pi/2.0f. Type Shape = {.

3

Adventures with F# and DirectX 11: Tessellation

http://fsharp-playground.blogspot.com/2010/01/tessellation.html

Adventures with F# and DirectX 11. Monday, January 4, 2010. DirectX 11 provides three new stages to the graphics pipeline that allows us to increase the complexity of objects by generating additional polygons. For this example we will look at tesselating the triangles of an icosahedron to generate a sphere. Our vertex shader for this example simply passes the vertex position to the hull shader. HSInOut VertShader(VSInput input ). OutPosition = input.Position;. HSConst output = (HSConst)0;. Output.Nor...

4

Adventures with F# and DirectX 11: Prime numbers

http://fsharp-playground.blogspot.com/2010/01/prime-numbers.html

Adventures with F# and DirectX 11. Saturday, January 23, 2010. Erik Meijer has done this excellent series in functional programming which is available at Channel9.msdn.com. In one of the lectures he gives this example of generating an infinite list of prime numbers using lazy evaluation. His example was in Haskell. Here is the equivalent in F#:. Let rec sieve nums = seq {. Let head = Seq.head nums. Let tail = Seq.skip 1 nums. Let notMultipleOf n x = x % n. Sieve (Seq.filter (notMultipleOf head) tail).

5

Adventures with F# and DirectX 11: January 2010

http://fsharp-playground.blogspot.com/2010_01_01_archive.html

Adventures with F# and DirectX 11. Saturday, January 23, 2010. Erik Meijer has done this excellent series in functional programming which is available at Channel9.msdn.com. In one of the lectures he gives this example of generating an infinite list of prime numbers using lazy evaluation. His example was in Haskell. Here is the equivalent in F#:. Let rec sieve nums = seq {. Let head = Seq.head nums. Let tail = Seq.skip 1 nums. Let notMultipleOf n x = x % n. Sieve (Seq.filter (notMultipleOf head) tail).

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Adventures with F# and DirectX 11

Adventures with F# and DirectX 11. Friday, November 16, 2012. Writing GPU Shaders in F#. I have been working lately on a library that allows one to write shaders in F#. It uses code quotations to translate these shaders to HLSL before being executed on the GPU. Check out SharpShaders. Monday, November 5, 2012. Auomatically enforcing HLSL Struct Layout with PostSharp. Fields must start on a 4 byte boundary. If fields cross a 16 byte boundary, they have to start on a 16 byte boundary. To avoid having to wr...

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