Explore >> Select a destination


You are here

matuzo.at
| | alvaromontoro.com
3.8 parsecs away

Travel
| | HSL stands for Hue-Saturation-Lightness. In this format, the developer specifies three values: Hue: an angle in the color circle/wheel (see below). Saturation: the color's saturation/brightness level. A value of 100% indicates a fully-saturated bright color, while lower values will lead to fully unsaturated gray colors. Lightness: the level of lightness of the color. Lower values will be darker and closer to black, higher values will be lighter and closer to white. :: Blog post at Alvaro Montoro's Person...
| | kittygiraudel.com
4.2 parsecs away

Travel
| | Im Kitty Giraudel, a non-binary trans frontend developer based in Berlin, focused on accessibility and inclusivity.
| | tylergaw.com
3.7 parsecs away

Travel
| | ColorMe allows you to visualize The CSS Color Function.
| | logins.github.io
31.4 parsecs away

Travel
| Still Textures Since the main article about textures was too long, I dediced to split it in two parts. You can check the first part by following this link. This second post about textures will go trough filtering, swizzling, gamma correction and practical texture usage in D3D12. To check a practical usage of textures you can refer to my github repo FirstDX12Renderer by clicking here. Texture Filtering In a texture sampling context, Filtering is the set of operations that we perform on the texels surrounding the sampling point, to determine the output color. As mentioned in the previous sections, filtering is mainly useful when we sample a texture being transformed in size or rotated: in these cases certain filters will prevent aliasing artifacts. There are d...