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).
Leveraging built in virtual keyboard access in full screen mode games and applications.
Download sample code
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...
This sample demonstrates how to load and use various texture formats with OpenGL ES* on Android.
This article explains tessellation, how to enable and make best use of this technique within OpenGL* graphics.
Provides instructions and samples for clustered shading in Android*.
Introduction A Brief History of Quicksort