Filters

Article

Портирование приложений OpenGL* на Android* на Intel® Atom (часть 2)

Эта статья является продолжением серии из двух статей, в которой рассматриваются проблемы, возникающие в процессе портирования преложений на OpenGL на платформу Google Android.

Authored by Last updated on 01/24/2018 - 12:12
Blog post

How Intel's Haswell Disrupts the PC Ecosystem for the Better!

 

Authored by Last updated on 03/10/2019 - 22:08
Article

Dynamic Resolution Rendering on OpenGL* ES 2.0

Dynamic resolution rendering gives developers and users more control over the performance versus image quality ratio.
Authored by Last updated on 01/24/2018 - 12:12
Article
Article

Guide to Porting an OpenGL* ES 2.0 Application from iOS* to Windows* 8

Downloads
Authored by Meghana R. (Intel) Last updated on 01/15/2019 - 17:05
Article

The Concept of the Single Touch Joystick

By Ron Fosner and Alex Moore

Authored by Last updated on 01/24/2018 - 12:12
Article

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
Article

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
Article

借助 OpenGL* ES 2.0 实现动态分辨率渲染

下载

借助 OpenGL* ES 2.0 实现动态分辨率渲染 [PDF 677KB]

Authored by Last updated on 01/24/2018 - 12:12
Article

在英特尔® 凌动™ 处理器上将 OpenGL* 游戏移植到 Android* (第二部分)

本文是两部分中的第二部分,讨论了将 OpenGL 游戏移植到 Google Android 平台存在的障碍。 在开始游戏植入项目(包括 OpenGL 扩展的差别、浮点支持、纹理压缩格式和 GLU 库)之前,您应该认识到这些障碍。 此外,还介绍了借助 OpenGL ES 如何为英特尔凌动处理器设置 Android 的开发系统,以及如何获得 Android 虚拟设备模拟工具的最佳性能。

Authored by admin Last updated on 01/24/2018 - 12:12