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tayfunkayhan.wordpress.com
| | lea.codes
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| | A short tutorial on WebGL and Shaders
| | csantosbh.wordpress.com
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| | This article is an extension to a previously discussed topic: How to perform large texture magnification for pixelated games without aliasing between texels. My first post described a method to achieve this by assuming that, during the whole time, your polygons remain approximately at the same size after they are rendered. Constant pixels with variable...
| | machinethink.net
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| | Learn how OpenGL and Metal work by writing your own 3D renderer from scratch
| | www.velanstudios.com
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| [AI summary] The text describes the rendering pipeline of the Viper Engine used in the game Knockout City. It covers various stages including the initial 3D scene rendering, post-processing steps like distortion, bloom, tonemapping, and anti-aliasing, followed by UI rendering and the final backbuffer pass. The article also mentions future enhancements and invites interested readers to apply for the Viper Engine team.