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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. Glossary of computer graphics - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_computer_graphics

    Vertex buffer A rendering resource managed by a rendering API holding vertex data. May be connected by primitive indices to assemble rendering primitives such as triangle strips. Also known as a Vertex buffer object in OpenGL. Vertex cache A specialised read-only cache in a graphics processing unit for buffering indexed vertex buffer reads ...

  4. Clipping (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Clipping_(computer_graphics)

    Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering operations within a defined region of interest. Mathematically, clipping can be described using the terminology of constructive geometry. A rendering algorithm only draws pixels in the intersection between the clip region and the scene model.

  5. Direct3D - Wikipedia

    en.wikipedia.org/wiki/Direct3D

    Type: Determines the type of resource: surface, volume, texture, cube texture, volume texture, surface texture, index buffer or vertex buffer. Pool: [142] Describes how the resource is managed by the runtime and where it is stored. In the Default pool the resource will exist only in device memory.

  6. Discharging method (discrete mathematics) - Wikipedia

    en.wikipedia.org/wiki/Discharging_method...

    The discharging method is a technique used to prove lemmas in structural graph theory. [1] Discharging is most well known for its central role in the proof of the four color theorem . The discharging method is used to prove that every graph in a certain class contains some subgraph from a specified list.

  7. Z-buffering - Wikipedia

    en.wikipedia.org/wiki/Z-buffering

    A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. The depth is stored as a height map of the scene, the values representing a distance to camera, with 0 being the closest.

  8. List of mathematics-based methods - Wikipedia

    en.wikipedia.org/wiki/List_of_mathematics-based...

    This is a list of mathematics-based methods. Adams' method (differential equations) Akra–Bazzi method (asymptotic analysis) Bisection method (root finding)

  9. Vertex buffer - Wikipedia

    en.wikipedia.org/?title=Vertex_buffer&redirect=no

    This page was last edited on 1 December 2017, at 01:38 (UTC).; Text is available under the Creative Commons Attribution-ShareAlike 4.0 License; additional terms may apply.