dtrebilco / PreMulAlphaLinks
Pre-Multiplied blend mode is a 3 in 1 blend mode that has a lot of uses. It has been around for a long time but it seems to be re-discovered every few years. This project includes descriptions/examples and tools for using pre-multiplied alpha.
☆120Updated 7 years ago
Alternatives and similar repositories for PreMulAlpha
Users that are interested in PreMulAlpha are comparing it to the libraries listed below
Sorting:
- A C/C++ single-file library that minimizes the hard transition errors of disjoint edges in lightmaps.☆239Updated 2 years ago
- Bounding Halfspace Hierarchy☆125Updated 6 years ago
- Automatic conservative mesh occluder generation by box filling☆128Updated 5 years ago
- Programmable pulling experiments (based on OpenGL Insights "Programmable Vertex Pulling" article by Daniel Rakos)☆118Updated 8 years ago
- Simple implementations of sampling patterns, with objective tests to compare them☆234Updated 5 years ago
- ☆141Updated 8 years ago
- Axis Aligned Bounding Octahedron☆254Updated 6 years ago
- Lessons learnt from hunting jitter issues☆61Updated 7 years ago
- A small data-oriented and SIMD-optimized 3D rigid body physics library.☆269Updated 8 years ago
- Vulkan framework for Windows☆88Updated 5 years ago
- Demoscene graphics engine.☆59Updated 5 years ago
- Quadric Error Function (QEF) / Single Value Decomposition solvers in various languages☆87Updated 8 years ago
- a tool for viewing SPIRV binaries to GLSL and SPIRV assembly as well as reflection data☆58Updated 9 years ago
- Small C based KTX texture loader (inspired by syoyo tiny libraries)☆90Updated 5 years ago
- Multiplatform multithreaded context swapping fiber based job system.☆164Updated 8 years ago
- An abstract graphics API library☆122Updated 6 years ago
- GLSL shader live-reloading☆70Updated 8 years ago
- Spherical Harmonic Lighting (Direct/Shadowed/Indirect/Subsurface)☆105Updated 8 years ago
- Cross platform GLFW based port of Stan Melax's BunnyLOD Easy Mesh Simplification☆79Updated 5 years ago
- Signed Distance Field Builder for Contour Texturing☆241Updated 4 years ago
- This demo implements BVH construction and GPU traversal for rendering hard shadows.☆132Updated 4 years ago
- Complete source for my experimental voxel engine☆111Updated 7 years ago
- SSE Frustum Culling Demo☆72Updated 4 years ago
- Various sun/sky models, convolution of theta/gamma-parameterised models☆248Updated 3 weeks ago
- ☆49Updated 7 years ago
- A demonstration of a graphics library abstraction layer that you might see in a typical rendering engine for games and simulations.☆57Updated 7 years ago
- ☆87Updated 8 years ago
- DirectX 12 light culling technique featured in GPU Pro 7☆97Updated 8 years ago
- HLSL Parser and Translator for HLSL, GLSL, and MSL.☆341Updated 6 years ago
- Fiber-based job system with extremely simple API☆82Updated 4 years ago