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Immediate mode is an API design pattern in computer graphics libraries, in which . the client calls directly cause rendering of graphics objects to the display, or in which; the data to describe rendering primitives is inserted frame by frame directly from the client into a command list (in the case of immediate mode primitive rendering),
Rendering APIs typically provide just enough functionality to abstract a graphics accelerator, focussing on rendering primitives, state management, command lists/command buffers; and as such differ from fully fledged 3D graphics libraries, 3D engines (which handle scene graphs, lights, animation, materials etc.), and GUI frameworks; Some provide fallback software rasterisers, which were ...
3D rendering engine used by New World and several other games Odyssey Engine: Yes 3D Windows, macOS: Star Wars: Knights of the Old Republic, Star Wars: Knights of the Old Republic II: The Sith Lords: Proprietary: OGRE: C++: 2005 C++: Yes 3D Linux, Windows (all major versions), macOS, NaCl, WinRT, Windows Phone 8, iOS and Android: Torchlight ...
C#: Yes Yes Yes Yes Yes .NET transpiled to Wasm (1.0 and 2.0) Yes [4] FBX, OBJ, DAE, glTF, STL No Proprietary: Offers a WebGL build option since version 5. [5] Verge3D: JavaScript: Yes Yes Yes Yes Yes Native (1.0 and 2.0) Yes glTF, USDZ, FBX, OBJ, STL glTF, USDZ Proprietary: Artist-friendly WebGL framework with Blender, 3ds Max, and Maya ...
These languages can therefore use the FCL and other .NET libraries that are also written in one of the CLI compliant languages. When the source code of such languages are compiled, the compiler generates platform-independent code in the Common Intermediate Language (CIL, also referred to as bytecode ), which is stored in CLI assemblies .
Alternate Frame Rendering (AFR): One graphics processing unit (GPU) computes all the odd video frames, the other renders the even frames. (i.e. time division) Split Frame Rendering (SFR): One GPU renders the top half of each video frame, the other does the bottom. (i.e. plane division)
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Rendering can be split into two main categories: real-time rendering (also known as online rendering), and pre-rendering (also called offline rendering). Real-time rendering is used to interactively render a scene, like in 3D computer games, and generally each frame must be rendered in a few milliseconds. Offline rendering is used to create ...