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Блоги

Foliage Patch - Organizing Our Data

This blog post discusses how we organize our foliage data with patches where we separate foliage rendering into full-3D objects near the camera, and 2D billboard proxies further away (and for small objects near the camera).
Автор: Последнее обновление: 03.05.2019 - 14:50
Блоги

Touch keyboard access for Windows* 8 desktop apps

Leveraging built in virtual keyboard access in full screen mode games and applications.
Автор: Последнее обновление: 20.12.2018 - 09:40
Article

Adding Multi-Touch Support to Unity* Games on Microsoft Windows* 7 and Windows* 8 Desktop

By Steve Hughes

Автор: steve-hughes (Intel) Последнее обновление: 21.05.2019 - 13:40
Блоги

Virtual Trackpad

How to implement an on screen virtual track pad for control of UI segments in a game.
Автор: Последнее обновление: 30.05.2018 - 07:40
Article

Power Explorer

Today any review of a new processor whether it’s used in a desktop computer, a laptop, a tablet or a phone will contain lots of information about how efficient it is and the new technologies that have been used to achieve this performance. Operating system developers spend large amounts of time optimizing improve efficiency and extend battery life, but what can be done by someone who is designing...
Автор: Leigh D. (Intel) Последнее обновление: 03.05.2019 - 14:39
Article

Conservative Morphological Anti-Aliasing (CMAA)

The conservative morphological anti-aliasing 2.0 (CMAA2) algorithm is a significant update of the original
Автор: Filip Strugar (Intel) Последнее обновление: 03.05.2019 - 13:30
Article

Fast ISPC Texture Compressor - Update

This code sample extends our state of the art BC7 Texture compressor with high-quality ETC1 and ASTC compression to the fast ISPC texture compression.
Автор: Последнее обновление: 03.05.2019 - 15:55
Article

OpenGL* ES 3.0 Instanced Rendering

This Android OpenGL ES 3.0 Sample was written by Cristiano Ferreira - Software Engineer at Intel Corporation.

Автор: Последнее обновление: 24.01.2018 - 12:12
Article

OpenGL* ES 3.0 Precompiled Shaders

Another great Android OpenGL ES 3.0 sample from Cristiano Ferreira - Graphics Software Engineer with Intel Corporation.

Автор: Последнее обновление: 24.01.2018 - 12:12
Article

Android* Texture Compression - a comparison study with code sample

This sample demonstrates how to load and use various texture formats with OpenGL ES* on Android.
Автор: Последнее обновление: 24.01.2018 - 12:12