Software optimization resources. C++ and assembly. Windows, Linux, BSD, Mac OS X
This series of five manuals describes everything you need to know about optimizing code for Intel and AMD microprocessors, including optimization advices for C++ and assembly language, details about the microarchitecture and instruction timings of Intel and AMD processors, and details about different compilers and calling conventions.
Software optimization resources. C++ and assembly. Windows, Linux, BSD, Mac OS X
No commentsGamasutra - Features - "Real-Time Glow" Printer Friendly
For the StretchRect(..) method, the alpha value acting as the glow source mask can be rendered to the destination alpha value of the ordinary back buffer. This will have no effect on the ordinary scene, but in the StretchRect(..) operation it will be copied to the alpha channel of the texture. The alpha channel can then be multiplied by the RGB color to mask out scene objects and leave only the glow sources. After this step, the glow source texture is blurred to create the soft look of glow. The blur operation smooths high-frequency or point-like features in the source texture, and the result has only broad, low-frequency features. Because of this, the glow and glow sources can be rendered at low resolution, and doing so will not reduce the quality. The glow can be created at one-third or one-quarter of the full-screen resolution in each axis, which will greatly improve the speed of rendering the effect.
Gamasutra - Features - "Real-Time Glow" Printer Friendly
No commentsred llama clone parts list
A10K – audio
B1M - Fuzz
C1 - .068uF – 683
C2 – 100pF
C3 – 51pF
C4 - 10uF
C5 - .033uF – 333
C6 - 330uF
D1 - 1N4001
D2 - LED
R1 - 100K
R2 - 100K
R3 - 1M
R4 - 1M
R5 - 1K
R6 - 4.7K
U1 - CD4049UBE
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