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Tags Game & Graphics Development, Mobile Development, Technologies, Tools

by David Weller, posted Feb 20 2013

Once again, we are just weeks away from another awesome GDC event! We are thrilled to offer several ways to reach out to NVIDIA engineers and learn about new tools and techniques in the game development world. Be sure to bookmark our NVIDIA @ GDC 2013 events page to get the latest updates. In addition, don't hesitate to monitor our @nvidiadeveloper twitter feed for real-time news from the GDC floor.

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Tags Game & Graphics Development

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:

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Tags Game & Graphics Development

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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Tags Game & Graphics Development

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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