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I'm looking to create a snowfall effect on the iPhone and I'm looking for advice as to how to best implement this. I've planned to use a png image as the sprite.
Started by on , 4 posts by 4 people.  
A game using CoreAnimation as the renderer.
For high suggest looking at Matt Gallagherts Quartzeroids.
It is not going to be very efficient though.
In animation to animate the positions.
What is the best choice for a Python GUI application to display large number of thumbnails, e.g. 10000 or more? For performance reasons such thumbnail control must support virtual items, i.e. request application for those thumbnails only which are currently...
Started by on , 4 posts by 4 people.  
To implement for a wxGrid cell renderer: class CellRenderer(wx.grid.PyGridCellRenderer): def Draw.
There is something I have never understood. How can a great big PC game like GTA IV use 50% of my CPU and run at 60fps while a DX demo of a rotating Teapot @ 60fps uses a whopping 30%? Thanks
Started by on , 10 posts by 10 people.  
The renderer isn't actually rendering all of the buildings and structures, it's common for graphics API examples....
In general, it's because (1) the games are being optimal about what they need to render, and (2 from Grand Theft Auto IV.
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I am interested in writing a simplistic navigation application as a pet project. After searching around for free map-data I have settled on the US Census Bureau TIGER 2007 Line/Shapefile map data. The data is split up into zip files for individual counties...
Started by on , 11 posts by 11 people.  
The API is able to load these files....
This means doing any projections this answer the question was labeled "What would be the best way to render a Shapefile (map data.
Those shape definitions into a form that is efficient to render.
I plan to develop a tool for realtime video manipulation using C++, Qt and OpenGL. Video overlay isn't an option since shaders should be used for frame processing. At the moment I imagine a following sequence of steps: Decode video (CPU) Preprocess it...
Started by on , 6 posts by 6 people.  
Here is an example ....
Doing YCbCr conversion), or render into other texture(s) to do more complex processing to convert manually.
You can render it to a screen with some shaders (e.g.
Then the data is in a texture.
But you can't be sure.
I have a control that can be placed in a Web form (.aspx) or a Master Page (.master). I want it to function differently depending on which one it's in. My first thought is to climb the control tree back to the root and see if I cross over a MasterPage...
Started by on , 4 posts by 4 people.  
I am not sure if there is a more efficient way, but if you are climbing up the hierarchy, do so.
Ok lately have started playing around with Solidworks for 3D design and trying to photorealisticaly(or near as possible) render the results. The problem: rendering a fairly simple model of a bullet casing seemed to cause my computer to want to have a ...
Started by on , 14 posts by 4 people.  
Answer Snippets (Read the full thread at pcguide):
Do a search for 'render farms' on you tube.
Wake up and it is still working.
Get it going and go to bed.
I don't recall whether or not the SW render engine uses the GPU during rendering...but what would the render.
On Thu, 23 Apr 2009 01:46:01 +0000 (UTC), "phil " <prosteenNOSPAM@gmail.com I have Matlab7R14 (for Linux) and I am trying to write an animation S-function and am using the aero_guidance demo animation S-function to get started. Everything is working...
Started by on , 3 posts by 2 people.  
Answer Snippets (Read the full thread at omgili):
Cheers.
For the most effecient renderer available? You would think that, especially for Matlab, openGL would have the highest priority as a renderer, and that it would have the fewest bugs, not the most.
I'm trying to build a (simple) game engine using c++, SDL and OpenGL but I can't seem to figure out the next step. This is what I have so far... An engine object which controls the main game loop A scene renderer which will render the scene A stack of...
Started by on , 3 posts by 3 people.  
Space rather than the positions of individual triangles and render the actors from front to back.
How should I implement more than 8 lights in OpenGL? I would like to render unlimited amounts of lights efficiently. So, whats the preferred method for doing this?
Started by on , 4 posts by 4 people.  
In a nutshell you render your scene without into multiple frame-buffers (so....
Deferred shading.
Take a look here.
The number one hit when you google "render more than 8 lights opengl" OpenGL lights is a simplistic by writing a shader .
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