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0fps.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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procworld.blogspot.com
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| | | | | We just got some fresh measurements that I would like to share. Voxels and polygons are alternative forms of storing and visualizing 3D in... | |
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www.reedbeta.com
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| | | | | Pixels and polygons and shaders, oh my! | |
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morad.in
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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. [...] | ||