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0fps.net
| | 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...
| | 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...
| | www.reedbeta.com
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| | Pixels and polygons and shaders, oh my!
| | 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. [...]