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  2. Vertex buffer object - Wikipedia

    en.wikipedia.org/wiki/Vertex_buffer_object

    A vertex buffer object (VBO) is an OpenGL feature that provides methods for uploading vertex data (position, normal vector, color, etc.) to the video device for non-immediate-mode rendering. VBOs offer substantial performance gains over immediate mode rendering primarily because the data reside in video device memory rather than system memory ...

  3. Framebuffer object - Wikipedia

    en.wikipedia.org/wiki/Framebuffer_Object

    The frame buffer object architecture (FBO) is an extension to OpenGL for doing flexible off-screen rendering, including rendering to a texture.By capturing images that would normally be drawn to the screen, it can be used to implement a large variety of image filters, and post-processing effects.

  4. Pixel buffer - Wikipedia

    en.wikipedia.org/wiki/Pixel_buffer

    Pixel buffer or pBuffer is a feature in OpenGL and OpenGL ES platform interfaces which allows for off-screen rendering. It is specified as an extension to WGL API , and a core feature of GLX & EGL .

  5. OpenGL - Wikipedia

    en.wikipedia.org/wiki/OpenGL

    Shader storage buffer objects, allowing shaders to read and write buffer objects like image load/store from 4.2, but through the language rather than function calls. Image format parameter queries; ETC2/EAC texture compression as a standard feature; Full compatibility with OpenGL ES 3.0 APIs

  6. Framebuffer - Wikipedia

    en.wikipedia.org/wiki/Framebuffer

    In computing, a screen buffer is a part of computer memory used by a computer application for the representation of the content to be shown on the computer display. [3] The screen buffer may also be called the video buffer, the regeneration buffer, or regen buffer for short. [4] Screen buffers should be distinguished from video memory.

  7. Quartz Compositor - Wikipedia

    en.wikipedia.org/wiki/Quartz_Compositor

    The bitmap output from Quartz 2D, OpenGL, Core Image, QuickTime, or other process is written to a specific memory location, or backing store.The Compositor then reads the data from the backing stores and assembles each into one image for the display, writing that image to the frame buffer memory of the graphics card.

  8. Java Bindings for OpenGL - Wikipedia

    en.wikipedia.org/wiki/Java_Bindings_for_OpenGL

    Each implementation can choose to export some of these APIs via the GL.getPlatformGLExtensions() Archived 2011-02-17 at the Wayback Machine and GL.getExtension(String) Archived 2011-02-17 at the Wayback Machine method calls which return Objects whose data types are specific to the given implementation.

  9. EGL (API) - Wikipedia

    en.wikipedia.org/wiki/EGL_(API)

    EGL is an interface between Khronos rendering APIs (such as OpenGL, OpenGL ES or OpenVG) and the underlying native platform windowing system.EGL handles graphics context management, surface/buffer binding, rendering synchronization, and enables "high-performance, accelerated, mixed-mode 2D and 3D rendering using other Khronos APIs."