Generally speaking; the order of different stages in a workflow. One example is the order in which certain methods and tools are used when graphical assets for games are produced and then imported into the game engine. Another example is the order in which graphical information is processed inside ...
I am learning programmable rendering pipeline by implementing a tiny software renderer. I try to implement it in a 'hardware' style. However, I am not familiar with the GPU pipeline and got some ...
I lately came around methods optimizing the use of the depth buffer, as the easiest solution reverse depth buffering is mentioned but I cannot wrap my head around why I would be gaining a better depth ...
I used XNA for a long time everything was working fine, but now with the new MonoGame thing they added a GUI for Content Managing, and I found it pretty cool but it doesn't work like intended. I'm ...