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Velvet covers a growing antler, providing blood flow that supplies oxygen and nutrients. Each antler grows from an attachment point on the skull called a pedicle. While an antler is growing, it is covered with highly vascular skin called velvet , which supplies oxygen and nutrients to the growing bone. [ 6 ]
A shed skin is much longer than the snake that shed it, as the skin covers the top and bottom of each scale. If the skin is shed intact, each scale is unwrapped on the top and bottom side of the scale which almost doubles the length of the shed skin. While a snake is in the process of shedding the skin over its eye, the eye may become milky.
Ossicones are columnar or conical skin-covered bone structures on the heads of giraffes, male okapi, and some of their extinct relatives. Ossicones are distinguished from the superficially similar structures of horns and antlers by their unique development and a permanent covering of skin and fur.
Texture streaming is a means of using data streams for textures, where each texture is available in two or more different resolutions, as to determine which texture should be loaded into memory and used based on draw distance from the viewer and how much memory is available for textures. Texture streaming allows a rendering engine to use low ...
In many cases the cast skin peels backward over the body from head to tail, in one piece like an old sock. A new, larger, and brighter layer of skin has formed underneath. [9] [18] An older snake may shed its skin only once or twice a year, but a younger, still-growing snake, may shed up to four times a year. [18]
If the texture has a basic size of 256 by 256 pixels, then the associated mipmap set may contain a series of 8 images, each one-fourth the total area of the previous one: 128×128 pixels, 64×64, 32×32, 16×16, 8×8, 4×4, 2×2, 1×1 (a single pixel).
In computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (ie. pixels of the texture). Filtering describes how a texture is applied at many different shapes, size, angles and scales.
In computer graphics, a texture atlas (also called a spritesheet or an image sprite in 2D game development) is an image containing multiple smaller images, usually packed together to reduce overall dimensions. [1] An atlas can consist of uniformly-sized images or images of varying dimensions. [1]