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Cocos Shader Tutorial 1.0 - about UV

Cocos

The vertical axes of textures and picture pixels is shown above, when sampling textures in shaders, that is from top to bottom, which is top-right corner. This is consistent with how most image file formats store pixel data, and with how most graphics APIs work (including DirectX, Vulkan, Metal, WebGPU, but not OpenGL).

Shaders 98
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Accelerating Ultra-Realistic Game Development with NVIDIA DLSS 3 and NVIDIA RTX Path Tracing

Nvidia

AI-powered Optical Multi Frame Generation takes the Optical Flow Field, motion vector data, and Super Resolution frames to create new intermediate frames Take full advantage of the next-generation neural graphics technology to bring next-level performance to your games.

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GLES2 and GDNative, progress report #1

Mircosoft Game Dev

generate C++ classes for GLSL shaders at compile time. adapt shader compiler to work with GLSL ES 2.0. adapt shader compiler to work with GLSL ES 2.0. load meshes. render meshes. Textures in OpenGL are server-side (so usually a GPU or depending on your hardware also a CPU) chunks of memory that contain image data.

Shaders 52
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How to write Shaders in Unity using HLSL

Febucci

Shaders are used to create many effects, like “water”, “fire” and more. In order to understand them and become a wizard/witch, we have to learn a bit about meshes first. A mesh is made (usually!) You can see the mesh as the structure of your object, built by combining its triangles together. Shaders Theory.

Shaders 52
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Practical Tips for Optimizing Ray Tracing

Nvidia

This starts from mesh instance selection and their data. This starts from mesh instance selection and their data processing towards optimized tracing and shading of every hit that you encounter. Instance data generation. Parallel mesh processing for instance data generation. Dynamic objects selection.

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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ). Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).

Mesh 52
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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

GridMap: Implement individual mesh transform for MeshLibrary items ( GH-52298 ). Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).

Beta 52