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www.reedbeta.com | ||
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0fps.net
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| | | | Large voxel terrains may contain millions of polygons. Rendering such terrains at a uniform scale is both inefficient and can lead to aliasing of distant objects. As a result, many game engines choose to implement some form of level of detail based rendering, so that distant terrain is rendered with less geometry. http://www.youtube.com/watch?v=4S1sYUHV20s In this... | |
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machinethink.net
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| | | | Learn how OpenGL and Metal work by writing your own 3D renderer from scratch | |
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thenumb.at
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www.timdbg.com
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