上一篇文章描述了如何在不修改自定义渲染组件的前提下使用 分离的纹理来提升 iOS 的透明压缩纹理质量(见这里:上一篇的链接)。 在这个方案投入项目开始使用一段时间之后,UI 同学又来找我抱怨了:虽然一些贴图的不透明部分不会显得脏了,但是为什么有 ...
Next generation mobile applications to benefit from richer 3D feature set and enhanced portability August 6th, 2012 – Los Angeles, SIGGRAPH 2012 – The Khronos™ Group today announced the immediate ...
When we spoke of Steam for Linux yesterday, many of our readers were wondering just how competitive OpenGL is these days when compared against Direct3D. This can be quite the tricky question as, when ...