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aerotwist.com
| | 3zanders.co.uk
1.7 parsecs away

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| | A basic tutorial on creating a modern OpenGL context and getting a simple triangle drawn to the screen.
| | jamie-wong.com
1.8 parsecs away

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| | [AI summary] Jamie Wong's blog post details the process of rendering metaballs using WebGL, explaining the OpenGL programmable pipeline, shaders, and techniques for transferring data from the CPU to the GPU.
| | csantosbh.wordpress.com
4.0 parsecs away

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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...
| | morad.in
30.9 parsecs away

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| Foreword After my previous articles I started looking for another game to dive into and I ran into the demo version of Shadows of the Tomb Raider. I thought the rendering of this game is probably already really interesting but with the recent patch to enable raytraced shadows it made it an even better target. [...]