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 ...
Ever since texture mapping took off back in the 1990s, texture access has been recognised as one of the most important consumers of memory bandwidth in graphics systems – to the point where the amount ...
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 ...
首先说OpenGL ES标准中的,2.0版规范中将ETC(Ericsson Texture Compression)作为基本的纹理压缩标准,这是大部分移动GPU都会支持的纹理标准。OpenGL ES 3.0中还引入了ETC2、EAC纹理压缩格式,二者基本一致,只不过EAC主要用于1-2通道数据的情况。目前ECT2还在改进中,除了高通 ...
Graphics and technology firm ARM has made the evaluation codec for its ASTC technology available on GitHub. ASTC stands for Adaptive Scalable Texture Compression, a new technique devises by ARM and ...
Eric is a freelance writer and an OG 'round these parts. Since leaving Android Police, his work has been in Lifehacker, The New York Times, OneZero, PCMag, and a bunch of other places. Catch him on ...
27 th February – Further extending its multi-award winning embedded video engine (EVE) product offering, Bridgetek has now introduced the BT815/6 series of highly advanced graphic controller ICs for ...
In order to boost storage capabilities, Bridgtek has unveiled a range of embedded video engine (EVE) graphics controllers with adaptive scalable texture compression (ASTC) functionality at Embedded ...
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