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Intel for Android* Developers Learning Series #9:Using the Scalable Vector Graphics Library to Render Graphics on Android for Intel® Architecture

Scalable Vector Graphics* (SVG) is a family of specifications of an XML-based file format for two-dimensional vector graphics, both static and dynamic (that is, interactive or animated), text or em

Authored by Tao Wang (Intel) Last updated on 06/07/2017 - 09:16
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Intel Learning Series para desarrolladores para Android*, n.º 9:Representación de gráficos en Android para la arquitectura Intel® mediante el uso de la biblioteca SVG

Scalable Vector Graphics* (que significa Gráficos Vectoriales Redimensionables y se conoce por sus siglas SVG) es una familia de especificaciones de un formato de archivo basado en XML para gráfico

Authored by Tao Wang (Intel) Last updated on 06/07/2017 - 09:18
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Intel® Graphics Performance Analysis Using GPA for Android*

This demonstration focuses on new capabiltiies of the GPA tool set using an Android game workload on a Baytrail reference device.

Authored by Gerald M. (Intel) Last updated on 01/24/2019 - 16:20
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Android* OpenGL* ES Workflow - Intel® Graphics Performance Analyzers

Seth presents the Android OpenGL ES workflow for Intel Graphics Performance Analyzes. Learn the basic GPA workflows or refresh your knowledge of the different tools.

Authored by Seth S. (Intel) Last updated on 06/03/2018 - 09:36
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API without Secrets: Introduction to Vulkan* Part 1: The Beginning

This tutorial explains how to start using Vulkan API in an application. It shows how to create Vulkan instance and check what physical devices are available. Next logical device is created along with description about what and how many queues must be created along it. Last thing is the acquisition of handles of device queues.
Authored by Pawel L. (Intel) Last updated on 05/30/2018 - 07:08
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API without Secrets: Introduction to Vulkan* Part 2: Swap Chain

This part discusses swap chain creation. First a set of parameters describing presentation surface is acquired and then proper values for swap chain creation are chosen. Next way to create and record of command buffers is presented (focusing on image layout transitions through image memory barriers). To show that everything works as expected, image is cleared with a arbitrary color. Such image it...
Authored by Pawel L. (Intel) Last updated on 05/30/2018 - 07:00
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API without Secrets: Introduction to Vulkan* Part 3: First Triangle

This tutorial presents how to draw first triangle! At the beginning a render pass with one subpass is created. Next image views and framebuffers are created for each swap chain image. After that graphics pipeline creation is presented for which shader modules (with SPIR-V shaders) are required and also viewport, rasterization, multisampling, and color blending information are necessary. Last part...
Authored by Pawel L. (Intel) Last updated on 01/02/2019 - 12:40
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没有任何秘密的 API:Vulkan* 简介第 1 部分:序言

This tutorial explains how to start using Vulkan API in an application. It shows how to create Vulkan instance and check what physical devices are available. Next logical device is created along with description about what and how many queues must be created along it. Last thing is the acquisition of handles of device queues.
Authored by Pawel L. (Intel) Last updated on 05/30/2018 - 07:00
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API without Secrets: Introduction to Vulkan* Part 4: Vertex Attributes

Learn how to add vertex attributes to a graphics pipeline, create buffers, reorganize rendering code, and more in this Vulkan* tutorial.
Authored by Pawel L. (Intel) Last updated on 05/30/2018 - 07:00