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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. GameMaker - Wikipedia

    en.wikipedia.org/wiki/GameMaker

    In January 2022, YoYo Games changed GameMaker Studio 2's numbering scheme so the version corresponds to the year and the month it was released (For example, 2022.1 for January 2022). [59] In April 2022, YoYo Games dropped the GameMaker Studio 2 name in order to match its new version numbering scheme, changing it to simply GameMaker. [60]

  4. Shadow mapping - Wikipedia

    en.wikipedia.org/wiki/Shadow_mapping

    The first step is to find the coordinates of the object as seen from the light, as a 3D object only uses 2D coordinates with axis X and Y to represent its geometric shape on screen, these vertex coordinates will match up with the corresponding edges of the shadow parts within the shadow map (depth map) itself. The second step is the depth test ...

  5. High-Level Shader Language - Wikipedia

    en.wikipedia.org/wiki/High-Level_Shader_Language

    When a group of vertices (normally 3, to form a triangle) come through the vertex shader, their output position is interpolated to form pixels within its area; this process is known as rasterization. Optionally, an application using a Direct3D 10/11/12 interface and Direct3D 10/11/12 hardware may also specify a geometry shader.

  6. Glossary of computer graphics - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_computer_graphics

    Data managed by a graphics API, typically held in device memory, including vertex buffers, index buffers, texture maps and framebuffers Repeating texture A texture map applied with wrap-round UV coordinates extending between the 0–1 range (representing one unit of the image), exhibiting periodicity. Contrasts with clamped, mirrored modes or ...

  7. Unified shader model - Wikipedia

    en.wikipedia.org/wiki/Unified_shader_model

    The unified shader model uses the same hardware resources for both vertex and fragment processing. In the field of 3D computer graphics, the unified shader model (known in Direct3D 10 as "Shader Model 4.0") refers to a form of shader hardware in a graphical processing unit (GPU) where all of the shader stages in the rendering pipeline (geometry, vertex, pixel, etc.) have the same capabilities.

  8. Rebecca Minkoff Just Dropped a Statement Confirming She's Not ...

    www.aol.com/rebecca-minkoff-just-dropped...

    Looks like an apple has fallen from the tree. A dramatic way of saying that Rebecca Minkoff is officially not returning for another season of The Real Housewives of New York City.. The designer ...

  9. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. [2] It was first suggested by Michael Deering in 1988. [3] On the first pass of a deferred shader, only data that is required for shading computation is gathered.