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Graphics Theory & Implementation |
Submit Code
The Code Gem Archive |
| Title of Code |
Author |
Category |
Comments |
Date Posted |
| Exact aabb vs frustum culling |
v71 |
Graphics Theory & Implementation |
4 |
Wed, 5 Dec 2007 |
| Desktop fadeout |
Nathan Reed |
Graphics Theory & Implementation |
10 |
Wed, 5 Apr 2006 |
| Quickly building an edge list for an arbitrary mesh |
Eric Lengyel |
Graphics Theory & Implementation |
2 |
Sun, 4 Dec 2005 |
| Heightmap vertex normals |
caesar4 |
Graphics Theory & Implementation |
2 |
Thu, 23 Sep 2004 |
| Advanced Rasterization |
Nicolas Capens |
Graphics Theory & Implementation |
113 |
Sat, 11 Sep 2004 |
| Calculating normals of a mesh |
bladdar |
Graphics Theory & Implementation |
2 |
Thu, 2 Sep 2004 |
| rendering a triangle in software |
anubis |
Graphics Theory & Implementation |
26 |
Thu, 15 Jan 2004 |
| gluPerspective |
davepermen |
Graphics Theory & Implementation |
0 |
Tue, 21 Oct 2003 |
| Turning VSync off in OpenGL |
Dia Kharrat |
Graphics Theory & Implementation |
14 |
Sat, 9 Aug 2003 |
| Quick'n'Dirty way to calculate Normals |
davepermen |
Graphics Theory & Implementation |
11 |
Mon, 28 Jul 2003 |
| Quick'n'Dirty Ray Intersect Sphere |
davepermen |
Graphics Theory & Implementation |
8 |
Mon, 28 Jul 2003 |
11 results returned
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