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.
 +
 +
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
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 +
Threads to distill:
 +
* [http://boards.polycount.net/showthread.php?t=50588 FAQ: Game art optimisation (do polygon counts really matter?)]
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* [http://boards.polycount.net/showthread.php?t=72921 How many textures per model is too many?]
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* ["Polygon Count"]
  
 
== Game Rendering Primers ==
 
== Game Rendering Primers ==

Revision as of 07:15, 20 May 2010

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:

Game Rendering Primers

These articles help artists understand how game engines work, so they can learn how to build art that performs better.


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