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www.jakearchibald.com
| | acko.net
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| | Presentation-quality math with Three.js and WebGL.
| | 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...
| | lea.codes
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| | A short tutorial on WebGL and Shaders
| | mynameismjp.wordpress.com
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| First things first: what am I talking about? I'm talking about something that finds great use for deferred rendering: reconstructing the 3D position of a previously-rendered pixel (either in view-space or world-space) from a single depth value