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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, ...
The resolution of 960H depends on whether the equipment is PAL or NTSC based: 960H represents 960 x 576 (PAL) or 960 x 480 (NTSC) pixels. [29] 960H represents an increase in pixels of some 30% over standard D1 resolution, which is 720 x 576 pixels (PAL), or 720 x 480 pixels (NTSC). The increased resolution over D1 comes as a result of a longer ...
The resolution is also used in portable devices. In September 2012, Samsung announced the Series 9 WQHD laptop with a 13-inch 2560 × 1440 display. [19] In August 2013, LG announced a 5.5-inch QHD smartphone display, which was used in the LG G3. [20] In October 2013 Vivo announced a smartphone with a 2560 × 1440 display. [21]
Early 1440p computer displays became commonly available in 2010. Dell's UltraSharp U2711 monitor was released in 2010 as WQHD, with a 1440p widescreen. [1] The 27-inch Apple LED Cinema Display released in 2010 also had a native resolution of 2560 × 1440, as did the Apple Thunderbolt Display which was sold from July 2011 to June 2016.
Double the size of QHD (2560 × 1440) in each dimension 5120 × 3200: 1.6 8∶5 (16∶10) 16.38 Double the size of 2560 × 1600 in each dimension 5120 × 3840: 1. 3: 4∶3 19.66 Five times the size of 1024 × 768 in each dimension 5120 × 4096: 1.25 5∶4 20.97
Hardware varies in the number of sprites supported, the size and colors of each sprite, and special effects such as scaling or reporting pixel-precise overlap. Hardware composition of sprites occurs as each scan line is prepared for the video output device, such as a cathode-ray tube , without involvement of the main CPU and without the need ...
Methodology: For this study, GOBankingRates analyzed the most beautiful cities in the United States to find the places to retire with $250,000 in savings. First GOBankingRates found the most ...
A shared size for older portable video game systems. The nearly-square (but landscape) aspect ratio and coarse pixel resolution gave these games a characteristic visual style. Colour depth ranged from 4 colours (2 bpp ) with the original Game Boy , through 16–32 colours (4–5 bpp) with the Game Gear , to a maximum of 56 colours (equivalent ...