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OpenGL for Embedded Systems (OpenGL ES or GLES) is a subset of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU).
Originally, this functionality was achieved by writing shaders in ARB assembly language – a complex and unintuitive task. The OpenGL ARB created the OpenGL Shading Language to provide a more intuitive method for programming the graphics processing unit while maintaining the open standards advantage that has driven OpenGL throughout its history.
Included in the game on August 9, 2012, an update called "Shadows and Shaders" (also known as Version 21) removed the game's traditional 'maps' - open-world terrain - replacing them with a flat field. GLSL shadows and shaders were added, along with customizable skyboxes, and a day/night cycle. Additionally, it provided users with the ability to ...
They can be chained and composed together to form more complex animations. Most Cocos2D implementations let you manipulate the size, scale, position, and other effects of the sprite. Some versions of Cocos2D let you also animate particle effects, image filtering effects via shaders (warp, ripple, etc.).
A spokesperson for the U.K.'s HM Prison and Probation Service (HMPPS) said in a statement to PEOPLE on Thursday, Dec. 16, "We are aware of this content and are investigating it as a priority.
The game uses a proprietary engine called NG3D which was built from scratch with massive multiplayer games in mind. It supports a variety of features found in today's engines, such as hardware shaders support, continuous world loading, asynchronous resource management and a flexible gameplay system.
Farley believes tariffs for a few weeks would be "manageable," but after that, they would be painful to the company's top and bottom lines. "We believe, based on our conversations in D.C. with the ...
This makes z-culling a good optimization candidate in situations where fillrate, lighting, texturing, or pixel shaders are the main bottlenecks. While z-buffering allows the geometry to be unsorted, sorting polygons by increasing depth (thus using a reverse painter's algorithm ) allows each screen pixel to be rendered fewer times.