What techniques were used to reduce the required re-rendering in 3D programs? – retrocomputing.stackexchange.com 17:04 Posted by Unknown No Comments Inspired by this GameDev question. 3D rendering is expensive. With 2D games it's easy to not re-write the buffers every frame, like in Super Mario Bros where the PPU is instructed to render the level ... from Hot Questions - Stack Exchange OnStackOverflow via Blogspot Share this Google Facebook Twitter More Digg Linkedin Stumbleupon Delicious Tumblr BufferApp Pocket Evernote Unknown Artikel TerkaitWhat to do when a bug is fixed, unfixed and fixed – sqa.stackexchange.comStart xterm with different shell and execute commands – unix.stackexchange.comDeparture passport check – travel.stackexchange.comBoss is telling me to lie – workplace.stackexchange.comThe Sphere Does Not Admit a Metric Isometry into a Euclidean Space. – math.stackexchange.comAn integral for which I don't trust WolframAlpha – math.stackexchange.com
0 Comment to "What techniques were used to reduce the required re-rendering in 3D programs? – retrocomputing.stackexchange.com"
Post a Comment