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outerra.blogspot.com
| | www.miaumiau.cat
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| | mvps.org
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| | [AI summary] This technical article explains how to implement linear depth values in a Z-buffer to reduce artifacts by modifying the transformation process within a programmable vertex shader.
| | therealmjp.github.io
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| | Got a new sample ready, this oneshows how you can defer shadow map calculations to a separate screen-space pass using a depth buffer.Check it out on Ziggyware! Comments: sam - Feb 4, 2009 This sample does not works for me. I see the blank screen. My Video card is GF 9800 GT. #### [Alejandro Martinez](http://www.gaspgames.com/www.battletennis.com "amartinez1660@gmail.com") - Feb 2, 2010 1./2. Points taken! 3. That's quite a boost for the shadow map render and sampling (HW PCF or Ati's Fetch4).
| | lebo.io
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| [AI summary] The author introduces comanche, a 300-line JavaScript WebGL engine inspired by the game Comanche, and explains the underlying graphics programming concepts like shaders and linear algebra.