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Lime render is the first coat of lime "plaster or the like" [1] applied to the external surfaces of traditionally-built stone or brick buildings. It allows the building to 'breathe' – as lime is porous, it allows for the collection and evaporation of moisture .
Draw distance requires definition because a processor having to render objects out to an infinite distance would slow down the application to an unacceptable speed. [1] As the draw distance increases, more distant polygons need to be drawn onto the screen that would regularly be clipped .
Paint the pixel the painter is standing upon and move in the direction of the open path. For case #3, the two boundary pixels define a path which, if we painted the current pixel, may block us from ever getting back to the other side of the path.
Roughcast or pebbledash is a coarse plaster surface used on outside walls that consists of lime and sometimes cement mixed with sand, small gravel and often pebbles or shells. [1] The materials are mixed into a slurry and are then thrown at the working surface with a trowel or scoop.
Lime wash is pure slaked lime in water. It produces a unique surface glow due to the double refraction of calcite crystals. Limewash and whitewash both cure to become the same material. When whitewash or limewash is initially applied, it has very low opacity, which can lead novices to overthicken the paint. Drying increases opacity and ...
Mapping a two-dimensional texture onto a 3D model 1: 3D model without textures 2: Same model with textures. Texture mapping [1] [2] [3] is a method for mapping a texture on a computer-generated graphic. "Texture" in this context can be high frequency detail, surface texture, or color.
The binder is a combination of silica sol and water glass. The organic fraction is limited to 5 mass percent similar to dispersion silicate paint allowing for chemical setting and retaining of the silicate specific advantages. The sol silicate paint allows use on non-mineral plaster. [4] For these the bonding occurs chemically and physically.
With the advent of 3D games in the 1990s, a lot of video games simply did not render distant structures or objects. Only nearby objects would be rendered and more distant parts would gradually fade, essentially implementing distance fog. Video games using LOD rendering avoid this fog effect and can render larger areas.