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by John McDonald, posted Jan 31 2013

Alpha Blending is a small--but important--part of virtually every 3D application. Conceptually, alpha-blending is used to communicate the transparency of a surface. Generally, consumer applications (games) tend to use RGB to communicate the color of the underlying surface, relying on the alpha channel to indicate the "opaquness" of that color. More specifically, when alpha blending is enabled in the pipeline, developers tend to use this form for their blending: DestinationColor.rgb...

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by Evan Hart, posted Jan 10 2013

In the last OpenGL SDK post I introduced the new SDK, now let me introduce our first new sample, “Simple Tessellation Shader”. As the name implies, it demonstrates the minimum parts necessary to use tessellation shaders in OpenGL. The sample only demonstrates tessellating the quad domain (rather than the triangular domain), and it shows two modes: one with a flat plane and one where the plane is wrapped into a torus.

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by Stephen Jones, posted Jan 04 2013

Join NVIDIA at the AT&T Developer Summit, Jan 6-7 2013 Calling all Android Developers! Join NVIDIA at the AT&T Developer Summit, Jan 6-7 2013, at The Palms Casino & Resort in Las Vegas, Nevada. Use this opportunity to learn about the Developer Tools that NVIDIA provides free of charge to the Android Development Community. Tools like Nsight Tegra, the ultimate Android development environment for Microsoft Visual Studio, PerfHUD ES, our graphics profiling and debugging tool that...

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by Evan Hart, posted Jan 03 2013

 

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by Bryan Dudash, posted Dec 19 2012

  Direct3D 11 (and the hardware that supports it) includes a lot of new functionality for programmers, but one of the most interesting and powerful additions is Tessellation. This feature has been used in numerous high profile titles and is a great way to upgrade your visuals without an unreasonable amount of extra content effort.

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