Difference between revisions of "Category:Rendering"
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== Game Rendering Terms == | == Game Rendering Terms == | ||
It helps to understand the terms a graphics programmer uses, so you can talk the talk. | It helps to understand the terms a graphics programmer uses, so you can talk the talk. | ||
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+ | Terms to define: | ||
* Draw call | * Draw call | ||
− | * Texture fetch | + | * Texture fetch (see ) |
* Fill rate | * Fill rate | ||
* Transform cost | * Transform cost | ||
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* vertex shader | * vertex shader | ||
* pixel shader | * pixel shader | ||
+ | |||
+ | Threads to distill: | ||
+ | * [http://boards.polycount.net/showthread.php?t=50588 FAQ: Game art optimisation (do polygon counts really matter?)] | ||
+ | * [http://boards.polycount.net/showthread.php?t=72921 How many textures per model is too many?] | ||
+ | * ["Polygon Count"] | ||
== Game Rendering Primers == | == Game Rendering Primers == |
Revision as of 07:15, 20 May 2010
- Main Page > >
Category: Rendering
This page is to help game artists understand how a game engine renders their artwork.
Game Rendering Terms
It helps to understand the terms a graphics programmer uses, so you can talk the talk.
Terms to define:
- Draw call
- Texture fetch (see )
- Fill rate
- Transform cost
- Frame rate
- Frame buffer
- VRAM, video memory
- vertex shader
- pixel shader
Threads to distill:
- FAQ: Game art optimisation (do polygon counts really matter?)
- How many textures per model is too many?
- ["Polygon Count"]
Game Rendering Primers
These articles help artists understand how game engines work, so they can learn how to build art that performs better.
- Beautiful, Yet Friendly Part 1: Stop Hitting the Bottleneck - by Guillaume Provost
- Beautiful, Yet Friendly Part 2: Maximizing Efficiency - by Guillaume Provost
- ExtremeTech 3D Pipeline Tutorial - by Dave Salvator
- Main Page > >
Pages in category "Rendering"
The following 37 pages are in this category, out of 37 total.
BFGHM |
OPQR |
R cont.STVZ |