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tegra, Tegra Zone, Zone In

by Andrew Edelsten, posted Aug 25 2011

A big day today for NVIDIA and the Tegra developer community. NVIDIA has just launched the online version of Tegra Zone plus a new program called Zone In! The Tegra Zone app for Android phones and tablets has been showcasing great games for many months and today we're launching the Tegra Zone website at www.tegrazone.com. Now using your laptop or desktop you can access the latest game news, reviews and release information for Tegra-optimized games and Tegra-powered devices.

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by Mark Kilgard, posted Jul 25 2011

Conventional OpenGL supports rendering images (pixel rectangles and bitmaps) and simple geometric primitives (points, lines, polygons). NVIDIA's NV_path_rendering OpenGL extension adds a new rendering paradigm, known as path rendering, for rendering filled and stroked paths.

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GameWorks

by Nathan Hoobler, posted Jul 20 2011

These older DX11 samples are still available for download here although we suggest you check out the new NVIDIA GameWorks Samples instead Tessellation   The first major DirectX 11 feature that the SDK covers is hardware-accellerated tessellation. For those not familiar, DirectX 11 adds several stages to the geometry pipeline, which allow new classes of shaders to determine if and how each polygon produced by the Vertex Shader should be subdivided; the GPU generates the desired mesh...

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by David Weller, posted Jun 23 2011

by Simon Green, Richard Tonge, Miguel Sainz, Dane Johnston, and David Schoemehl Note: This is a technical article that complements our consumer-oriented article on GeForce.com, "Alice: Madness Returns PhysX Comparison." A PDF version of the article can be found here.

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google io, tegra

by Andrew Edelsten, posted May 13 2011

San Francisco has been a-buzz with everything mobile over the last few days. On Monday, NVIDIA held the inaugural Tegra Developer Day and for Tuesday and Wednesday the ever amazing Google IO conference wowed developers at the Moscone Center.

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