Hot answers tagged

3

Is such a method of zero-copy texture loading possible/optimal on modern discrete graphics hardware? You say that as though it were optimal back then. The Intel 740 was not exactly warmly embraced by the market, as noted by the Wikipedia article in question: The AGP Texture concept soon proved to be a tremendous error in design, because the card had to ...


3

When it comes to graphics, the term "culling" by itself doesn't really have a single definition or location within the pipeline. The term is sometimes applied to primitives and it is sometimes applied to fragments. It is sometimes applied to faces based on orientation relative to the camera, and it is sometimes applied to primitives based on various ...


2

Indeed there are/were 'just in time' renderers. For example, Dreamcast (PowerVR CLX2) had a mode where the 'frame buffer' only had to be a few rows of tiles in size. The system would be rendering into one row while the display was reading out of some subset of the others. It would then cycle through the buffers. In order to do this, however, you do need ...


1

Conceptually, a frame is the image you're trying to create, presumably for the purpose of display. It is the product of your entire rendering operation for a specific slice of time. A "buffer" is the memory for the image you either are trying to create or have already created. Hence the common term: framebuffer. Indeed, the choice of the word "buffer" is ...


1

It is common that the camera is pointing towards negative Z, in order to satisfy right hand rule. So you need to know the convention. As for theinverse matrix of the camera matrix. Sort of yes. You can do it. However the camera matrix is a homogeneous space. While generally our other matrixes are affine spaces. If you take care of the distinction and do ...


Only top voted, non community-wiki answers of a minimum length are eligible