Category:Rendering
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Revision as of 07:15, 20 May 2010 by EricChadwick (Talk)
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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
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Pages in category "Rendering"
The following 37 pages are in this category, out of 37 total.
BFGHM |
OPQR |
R cont.STVZ |