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I suppose mobiles do not have dedicated Graphics cards (they have integrated GPUs) , so they utilize the RAM available on the device. To measure, you can try to allocate memory for textures until you run out of memory in order find an approximate limit on the VRAM available.


Your interviewer was talking, with his own words, about bindless API. nVidia made nice presentations recently about all that, which they call direct state access (1, 2). This does not replace VBOs. EDIT: Actually, let's consider Trevor Powell's suggestion: This seems like some people could definitely decide to drop VBOs, in favor of attribute-less ...


That is explained here by Shawn Hargreaves, the Xna lead coder http://blogs.msdn.com/b/shawnhar/archive/2010/04/05/spritebatch-and-custom-shaders-in-xna-game-studio-4-0.aspx


I don't think any of the other answers here will achieve the effect in Pokémon X/Y. I can't know exactly how it's done, but I figured out a way which seems like pretty much what they do in the game. In Pokémon X/Y, outlines are drawn both around the silhouette edges and on other non-silhouette edges (like where Raichu's ears meet his head in the following ...


In the SpriteEffect source, the world matrix is actually float4x4 MatrixTransform


You have some fundamental misunderstandings. What I'm saying is, somebody somehow made a way to communicate with a device driver to get acceleration and faster graphics, 3-D functions, etc. This is incorrect; it is the driver that provides access to the acceleration hardware (the GPU). It isn't OpenGL or D3D itself, which are simply API ...


The source post says it all. http://www.ogre3d.org/forums/viewtopic.php?f=5&t=41811 Blending in fake HDR is tough, because the frame buffer blend cannot cater for the exponent you're storing in the alpha channel Fake HDR, exponent, alpha channel. It only matters for a specific HDR format where, as mentioned above, .. "Fake" HDR, where the ...

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