Posts Tagged ‘rendering’

Deferred Shading Shines. Deferred Lighting? Not So Much.

As I indicate in the subtitle of this blog, there is no single way to develop games.  The techniques used in game development are as many and as varied as the games themselves–what’s best for one game is not necessarily best for another.  The phrase YMMV (your mileage may vary) is pretty much a staple […]

Triangle Order Optimization

One of the standard weapons in any graphics programmer’s arsenal is a procedure for mesh triangle order optimization.  Although most meshes are intended to produce output that is independent of the ordering of their triangles, the order of triangles within a mesh can have a big impact on performance.  This gives us great leeway in […]