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gpfault.net | ||
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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... | |
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danangell.com
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| | | | | Shaders provide programmers with a beautiful combination of art and math. Most other throwaway projects are devoid of any artistic value. In less than a dozen lines of code you can draw fractals. A few more and you can start creating intricate animations. The most interesting part is the unique perspective they force you into. Say you want to draw a circle in an imperative programming language. You need to break out a for loop and calculate the sin and cos of different angles until you have points all around the circumference of a circle. | |
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webglfundamentals.org
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| | | | | How to simulate a 3D texture in WebGL | |
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cprimozic.net
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| | | [AI summary] The author demonstrates a performance optimization for Three.js by manually implementing depth-based fragment culling to reduce unnecessary fragment shader execution. | ||