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Intel for Android* Developers Learning Series Landing Page

This is an online version of Intel Press Book: An Introduction... Intel for Android* Developers.

Автор: Tao Wang (Intel) Последнее обновление: 09.05.2019 - 21:50
Блоги

Particle Trimming on OpenGL*

How to increase performance by trimming particle quads down in size to decrease the amount of unnecessary texture sampling.
Автор: Последнее обновление: 16.01.2019 - 10:14
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.
Автор: Последнее обновление: 24.01.2018 - 12:12
Article

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

Downloads
Автор: Meghana R. (Intel) Последнее обновление: 15.01.2019 - 17:05
Article

Tutorial: OpenCL™ and OpenGL* Interoperability

Download Code Sample Download Documentation

Автор: Последнее обновление: 31.05.2019 - 14:40
Article

Texture Sharing from Intel® Media SDK to OpenGL*

Code Sample

Автор: Последнее обновление: 11.06.2019 - 21:20
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
Article

Fragment Shader Ordering with OpenGL 4.2

This Windows OpenGL 4.2 Sample was written by John Hartwig - Software Engineer at Intel Corporation.

Автор: Последнее обновление: 24.01.2018 - 12:12