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Game developer and 3D technical lead Keith O’Conor of Romero games recently wrote a ‘GPU Performance for Game Artists 101’ that breaks down the GPU pipeline from input assembly through to final render.
Game developer and 3D technical lead Keith O’Conor of Romero games recently wrote a ‘GPU Performance for Game Artists 101’ that breaks down the GPU pipeline from input assembly through to final render.
TitlesGPU Performance 101 Game developer and 3D technical lead Keith O’Conor of Romero games recently wrote a ‘GPU Performance for Game Artists 101’ that breaks down the GPU pipeline from input assembly through to final render. ,
Playing With GLSL in Processing ̵... I’ve wanted to learn more about GLSL shaders for a while now. GLSL is a high-level shading language created to give developers more direct control of the graphics pipeline. In short, you can tell your GPU directly what it should be doing. These la...,
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