借助 OpenGL* ES 2.0 实现动态分辨率渲染 [PDF 677KB]
This article discusses why using a texture rather than an image can improve OpenGL rendering performance. It is accompanied by a simple C++ application that alternates between using a texture and using an image. The purpose of this application is to show the effect on rendering performance (milliseconds per frame) when using the two techniques.
Accompanying this article is a simple C++ application that alternates between SSBOs and ACBs. Game developers can see the effect of both methods on rendering performance (milliseconds per frame). While this article refers to graphical game developers, the concepts apply to all applications that use OpenGL 4.3 and higher.
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As a follow-up to Adaptive Volumetric Shadow Maps for DirectX* 11, we present a port of the same algorithm adapted for Android* devices that support OpenGL ES* 3.1 and the GL_INTEL_fragment_shader_ordering OpenGL* extension.
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Explains blur filters, how to apply for different hardware types, and other optimizations.