This is a new volume_shaft_base material on ObjectVolumeBox:
Sunday, June 13, 2010
Saturday, June 12, 2010
PlayStation3 Unigine status X
Each rendered triangle of static and skinned meshes is culled by view frustum and front/back face tests on SPU. Skinning is performed entirely on SPU with both ordinary and dual quaternion skinning modes available. Vertex buffers for particles are generated on SPU with view frustum culling. Particles can be sorted by depth on SPU. Particles are simulated on SPU with awesome performance.
Monday, June 7, 2010
PlayStation3 Unigine status IX
PlayStation3 Unigine status VIII
Tuesday, June 1, 2010
PlayStation3 Unigine status VII
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