Are you tired of developing Android applications in Eclipse? Do you miss the comfort and familiarity of Visual Studio? Look no further. Nsight Tegra is a complete Android development environment integrated into Visual Studio 2010. Native Android project management is available using the ‘vs-android’ (MSBUILD) build integration and makefile/ndk-build projects are supported as well.
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:
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.
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.