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  2. Order-independent transparency - Wikipedia

    en.wikipedia.org/wiki/Order-independent_transparency

    More recently, depth peeling [1] in 2001 described a hardware accelerated OIT technique. With limitations in graphics hardware the scene's geometry had to be rendered many times. A number of techniques have followed, to improve on the performance of depth peeling, still with the many-pass rendering limitation. For example, Dual Depth Peeling ...

  3. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    A texture map [5] [6] is an image applied (mapped) to the surface of a shape or polygon. [7] This may be a bitmap image or a procedural texture.They may be stored in common image file formats, referenced by 3D model formats or material definitions, and assembled into resource bundles.

  4. Shadow mapping - Wikipedia

    en.wikipedia.org/wiki/Shadow_mapping

    Also, a depth offset which shifts the objects away from the light may be applied to the shadow map rendering in an attempt to resolve stitching problems where the depth map value is close to the depth of a surface being drawn (i.e., the shadow-casting surface) in the next step. Alternatively, culling front faces and only rendering the back of ...

  5. Z-buffering - Wikipedia

    en.wikipedia.org/wiki/Z-buffering

    It is a direct consequence of z-buffering, where the depth of each pixel candidate is compared to the depth of the existing geometry behind which it might be hidden. When using a z-buffer, a pixel can be culled (discarded) as soon as its depth is known, which makes it possible to skip the entire process of lighting and texturing a pixel that ...

  6. Z-fighting - Wikipedia

    en.wikipedia.org/wiki/Z-fighting

    Demonstration of z-fighting with multiple colors and textures over a grey background. Z-fighting, also called stitching or planefighting, is a phenomenon in 3D rendering that occurs when two or more primitives have very similar distances to the camera.

  7. Texture gradient - Wikipedia

    en.wikipedia.org/wiki/Texture_gradient

    Texture gradient is the distortion in size which closer objects have compared to objects further away. It also involves groups of objects appearing denser as they move further away. Additionally, it could be explained by noticing a certain amount of detail depending on how close something is, giving a sense of depth perception.

  8. Counter-Strike - Wikipedia

    en.wikipedia.org/wiki/Counter-Strike

    Counter-Strike: Global Offensive was the fourth release in the main, Valve-developed Counter-Strike series in 2012. Much like Counter-Strike: Source the game runs on the Source engine. It was available for Microsoft Windows, OS X, and Linux, as well as the Xbox 360 and PlayStation 3 consoles, and is backwards compatible on the Xbox One console.

  9. Counter-Strike (video game) - Wikipedia

    en.wikipedia.org/wiki/Counter-Strike_(video_game)

    Counter-Strike (also known as Half-Life: Counter-Strike or Counter-Strike 1.6) [5] is a tactical first-person shooter game developed by Valve.It was initially developed and released as a Half-Life modification by Minh "Gooseman" Le and Jess Cliffe in 1999, before Le and Cliffe were hired and the game's intellectual property acquired.