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Using #ifdef in OpenGL* ES 2.0 Shaders

It’s nice to use #ifdef’s in an OpenGL* shader. This allows a shader file do things like contain a vertex shaders and pixel shaders in the same file.

作者: 最后更新时间: 2018/07/12 - 14:07
Article

OpenGL Extensions Supported in Intel® 4 Series Express Chipsets and Beyond

This document is a quick reference guide of the set of OpenGL Extensions supported in Intel® 4 Series Express Chipsets. OpenGL Developers who write 3D applications may refer to this document for a complete list of Intel chipset supported extensions.
作者: Nguyen, Loc Q (Intel) 最后更新时间: 2017/06/07 - 10:29
Article

Optimizations for MSC.Software SimXpert* using Intel® Threading Building Blocks (Intel® TBB)

MSC.Software SimXpert* is a fully integrated simulation environment for performing multidiscipline based analysis with a graphical interface designed to facilitate the end-to-end simulations. This article describes the threading of SimXpert.
作者: 最后更新时间: 2019/08/01 - 09:30
博客

Gaming Piracy - Separating Fact from Fiction

I’m sure most of us have all seen and heard the news recently that’s flared up again on Gaming Piracy and DRM issues.   I’d like to address what I feel is one of the most misunderstood, and taken o

作者: 最后更新时间: 2018/05/28 - 18:28
博客

Intel for Android* Developers Learning Series Landing Page

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

作者: Tao Wang (Intel) 最后更新时间: 2019/05/09 - 21:50
Article

Porting OpenGL* Games to Android* on Intel® Atom™ Processors (part 1)

Great opportunity exists in porting games and other applications that make extensive use of 3D graphics through OpenGL standards to Google Android devices, including those built on the Intel® Atom™

作者: 管理 最后更新时间: 2018/01/24 - 12:12
Article

Porting OpenGL* Games to Android* on Intel® Atom™ Processors (part 2)

This article, the continuation of a two-part series, discusses the barriers that exist to porting OpenGL games to the Google Android platform.

作者: 管理 最后更新时间: 2018/01/24 - 12:12
博客

TouchDesigner / Interview with Jarrett Smith and Ben Voigt

作者: Audri Phillips 最后更新时间: 2019/07/03 - 20:08
博客

Particle Trimming on OpenGL*

How to increase performance by trimming particle quads down in size to decrease the amount of unnecessary texture sampling.
作者: 最后更新时间: 2019/01/16 - 10:14
博客

Did you see the preview of Codemasters’ GRID2 running on Intel 4th Gen Core?

Let’s go back in time for a little perspective.

作者: Mitchell L. (Intel) 最后更新时间: 2019/06/23 - 19:11