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In an application where many small textures are used frequently, it is often more efficient to store the textures in a texture atlas which is treated as a single unit by the graphics hardware. This reduces both the disk I/O overhead and the overhead of a context switch by increasing memory locality .
Within 2D games, Unity allows importation of sprites and an advanced 2D world renderer. For 3D games, Unity allows specification of texture compression, mipmaps, and resolution settings for each platform that the game engine supports, [56] and provides support for bump mapping, reflection mapping, parallax mapping, screen space ambient ...
COLLADA (for 'collaborative design activity') is an interchange file format for interactive 3D applications. It is managed by the nonprofit technology consortium, the Khronos Group, and has been adopted by ISO as a publicly available specification, ISO/PAS 17506.
OpenSceneGraph is an open-source 3D graphics application programming interface (library or framework), [2] used by application developers in fields such as visual simulation, computer games, virtual reality, scientific visualization and modeling.
Unity's official logo will be used to represent the company and the Unity engine from October 5, 2021. Tachelhit (Tifinagh script) Logo chính thức của Unity kể từ ngày 5 tháng 10 năm 2021, được sử dụng để đại diện cho công ty cũng như Unity Editor.
SVG makes an excellent format for artwork, diagrams and drawings. SVG images are defined in XML text files. This means that they can be searched, indexed, scripted, and compressed. Since they are XML files, SVG images can be edited with any text editor, but SVG-based drawing programs are also available.
Original file (SVG file, nominally 800 × 336 pixels, file size: 8 KB) This is a file from the Wikimedia Commons . Information from its description page there is shown below.
UV mapping is the 3D modeling process of projecting a 3D model's surface to a 2D image for texture mapping. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y", and "Z" are already used to denote the axes of the 3D object in model space, while "W" (in addition to XYZ) is used in calculating quaternion rotations, a common ...