Gamedev topic writing opengl rendering backend for left handed dx11
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Atz's top search results for the words: "gamedev topic writing opengl rendering backend for left handed dx11"
Unity - Manual: Input for OpenVR controllers » When properly configured and connected, any OpenVR-compatible controllers are internally named as either OpenVR Controller - Left or OpenVR Controller - Right. Access this name through the list returned by UnityEngine.Input. GetJoystickNames(). When available, these controllers appear highlighted in green in the... Docs.unity3d.com
OpenGL Insights » of OpenGL 4.2 or OpenGL ES 2.0. This is fundamental to achieving the browser vision of “write once, deploy everywhere.” It is exciting to see WebGL provide ac- cess to the GPU, and therefore hardware accelerated 3D rendering, everywhere. The. HTML5 standard provides a rich set of APIs to develop web applications. People.inf.elte.hu
Unity - Manual: Computing a Normal/Perpendicular vector » The “left hand rule” can be used to decide the order in which the two vectors should be passed to the cross product function. As you look down at the top side of the surface (from which the normal will point outwards) the first vector should sweep around clockwise to the second:- var perp: Vector3 = Vector3.Cross(side1 ... Docs.unity3d.com
Real-Time Rendering · WebGL » Jul 27, 2017 ...Many of the articles are, of course, WebGL-centric, but some articles in the Rendering Section have general interest, especially for mobile developers. WebGL is “trailing edge,” in that it's tied to OpenGL ES 2.0, which is what most mobile devices run. So techniques in that section will run in mobile apps in... Realtimerendering.com
Things that drive me nuts about OpenGL » May 11, 2014 ...Here's a brain dump of the things that sometimes drive me crazy about OpenGL. ( Note these ...They will not bother to re-write their entire rendering pipeline to use super-aggressive batching, etc. like the GL community has been recently ..... DX11 at least attempted this, but in OGL its impossible by design. Richg42.blogspot.com
Unity - Manual: Inverse Kinematics » This script sets the IK target for the character's right hand, and its look position to make it look at the object it is holding: using UnityEngine; using System; using System.Collections; [RequireComponent(typeof(Animator))] public class IKControl : MonoBehaviour { protected Animator animator; public bool ikActive = false;... Docs.unity3d.com
Anyone here a self-taught graphics programmer? - Graphics and ... » Those of us old enough are lucky to have started learning before the complexity and abstraction of graphics APIs appeared, which makes it hard to really learn rendering if you're not disciplined enough to keep to the basics until you master them. But on the other hand the internet is such a great research... Gamedev.net
3D Rendering » Oct 11, 2011 ...[1] http://www.gamedev.net/reference/articles/article1212.asp ......The orthogonal matrix (post-multiplying a column vector) corresponding to a clockwise/left- handed rotation by the ......This subject matter is part of the technical foundation for modern computer graphics, and is a comprehensive topic taught at... Orb.essex.ac.uk
What are your opinions on DX12/Vulkan/Mantle? - Graphics and ... » On one hand being able to write the implementations for a lot of the resource management and command processing al......to release Soon then you'd be better off forgetting the new APIs and getting finished before going back, gutting your rendering backend and doing it again for another project/product. Gamedev.net
Sprite batch rendering - Graphics and GPU Programming ... » I need to batch my sprite drawing, but I'm not sure what's the best way in OpenGL 3.3 (to keep compatibility with older machines). Each individual ...This also allows the GPU work with the previously issued commands and memory while you fill the new block that was handed to you. Here is some more info... Gamedev.net
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