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To accomplish this, a technique called "texture mapping" is often used.
In the mid range, texture mapping can still very much be a bottleneck.
An early difficulty was the implementation of texture mapping.
Steps 2 and 3 can be combined using multi-texturing (see texture mapping).
Another common technique for determining the appearance of a polygon is to use texture mapping.
The game does not use texture mapping but uses a simple raster pattern to shade objects.
Texture mapping was also used occasionally to emulate lighting.
Texture mapping and antialiasing with an accumulation buffer were also supported.
Hardware-accelerated texture mapping is optional on the 1000.
Texture fill rate is a measure of the speed with which a particular card can perform texture mapping.
Chris Green provided the game's texture mapping algorithm, which was applied to walls, floors and ceilings.
Texture mapping works the same way.
The game featured three-dimensional polygon graphics with texture mapping and various types of terrain.
Those models can then be with clothing, facial expressions and other characteristics by means of a computer technique called texture mapping."
The subsystems include texture mapping support, double buffer colour animation and hardware image processing.
Depending on the applied rendering approach (see next section) a pre-selection of images most relevant for texture mapping might be needed.
The chip was primarily used to create 3D game worlds made with polygons, texture mapping and light source shading.
The most significant change for 3D acceleration is the addition of a second texture mapping unit to each of the four pixel pipelines.
Creative Environment 1.65 adds texture mapping.
"Texture" is one of the first texture mapping parts in a PC demo.
The depth map is then projected onto it using standard projective texture mapping and the scene re-rendered.
If you look at the description of some 3-D video games, you'll see references to Gouraud shading or texture mapping.
He helped create 3D texture mapping hardware which ended up being used in his 'Cruis'n' series of games.
The chip adopted an architecture consisting of 8 pixel pipelines, each with 1 texture mapping unit (an 8x1 design).
These kind of shaders are often developed by artists to get the right "look", just as texture mapping, lighting and other facets of their work.