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This template places one or more location marks on a map. Template parameters [Edit template data] Parameter Description Type Status Map name 1 The name of the map to be used String required Map width width Determines the width of the map in pixels, overriding any default values. Do not include "px", for example: "300", not "300px". Number optional Default width default_width Determines the ...
Use this template to add several pushpins (eg for businesses or events with several locations) on a single map. Template parameters [Edit template data] Parameter Description Type Status Map 1 Which map to use. Consult Template:Location map/List for the full list. Example Albania String required Width width The width in pixels. If not specified, it defaults to 240. This should be a number only ...
If the template has a separate documentation page (usually called "Template:template name/doc"), add [[Category:Map templates]] to the <includeonly> section at the bottom of that page. Otherwise, add <noinclude>[[Category:Map templates]]</noinclude> to the end of the template code, making sure it starts on the same line as the code's last ...
Unity 2018 also included machine learning tools, such as Imitation Learning, whereby games learn from real player habits, support for Magic Leap, and templates for new developers. [ 32 ] The C# source code of Unity was published under a "reference-only" license in March 2018, which prohibits reuse and modification. [ 34 ]
This template places a location mark on a map. Template parameters [Edit template data] Parameter Description Type Status Map name(s) 1 The name of the map to be used; multiple maps can be provided as a list separated by "#". String required Map width width Determines the width of the map in pixels, overriding any default values; do not include "px". For example, use "width=300", not "width ...
Vertex shaders describe the attributes (position, texture coordinates, colors, etc.) of a vertex, while pixel shaders describe the traits (color, z-depth and alpha value) of a pixel. A vertex shader is called for each vertex in a primitive (possibly after tessellation); thus one vertex in, one (updated) vertex out. Each vertex is then rendered ...
Parallax mapping with shadows. Parallax mapping (also called offset mapping or virtual displacement mapping) is an enhancement of the bump mapping or normal mapping techniques applied to textures in 3D rendering applications such as video games.
The shader assembly language in Direct3D 8 and 9 is the main programming language for vertex and pixel shaders in Shader Model 1.0/1.1, 2.0, and 3.0. It is a direct representation of the intermediate shader bytecode which is passed to the graphics driver for execution.