As opposed to CPU or software rendering I assume? Wouldn't generally all current rendering be GPU based, seeing as you would be using OpenGL or Direct X? Could someone give me some info here, can't ...
My opengl application runs at about 110 fps. The moment I add off-screen rendering, it slows down to 15 fps. I am using frame buffer objects and glReadPixels to render off-screen. I have searched on ...
I'm a newbie graphics programmer and I've been wondering recently - how does model data (meshes and materials) flow from application (CPU memory) to graphics card (GPU memory?)? Say I have a static ...
I'm doing some graphics optimizing tests, especially on PowerVR transparency. Now I made a scene where there are two groups of simple objects. One group has the shape in geometry using diffuse shader ...
I have been using XNA game studio, but due to private reasons (as well as the ability to publish anywhere & my heavy interest in isogenic engine), I would like to switch to HTML5. However, I have ...
I know the title is a bit vague but it's hard to describe what I'm really looking for, but here goes. When it comes to CPU rendering, performance is mostly easy to estimate and straightforward, but ...
Does anyone know how to create a Texture feedback effect in Stage3D / AGAL? I've just found the term "ping-ponging" in some GPU wikipage, hopefully I'm using it in the right place! I'll share with ...
Is there scenarios where this is actually good practice? Or does it slow down performance? Example: //Vertex format is: //X, Y, U, V var myXYs:Vector.<Number> = new <Number>[ -1, -1, ...