Materials are composed of shader blocks, each block has multiple subroutine variants.
Shader blocks:
Materials are composed of shader blocks, each block has multiple subroutine variants.
Shader blocks:
Papers I like Pt. 1 Papers I like Pt. 2
Let's start meta:
There is a nice GIF illustrating a technique called "frustum culling" in this Kotaku article: http://kotaku.com/horizon-zero-dawn-uses-all-sorts-of-clever-tricks-to-lo-1794385026
The interwebs being what they are, this has also led to some controversy.
Some people have interpreted the opening sentence "Every time you move the camera in Horizon Zero Dawn, the game is doing all sorts of under-the-hood calculations, loading and unloading chunks of world to ensure that it all runs properly," as being about the GIF; that's not what frustum culling does, but that's probably not what the article's author meant anyway.
-- Génération automatique de classements aléatoires en production, pour les FNS | |
-- =================================== | |
FUNCTION gen_class_aiea_v1_relatif_grp( o_g_ea_cod_ins IN varchar2, o_g_ti_cod IN number, o_c_gp_cod IN number, o_g_tg_cod IN number, iogin IN varchar2, type_login IN number, mode_dev IN number, confirm IN number, saio IN number, nip IN varchar2, indic IN number, mess_err out varchar2, mess_aff out varchar2) | |
RETURN number IS | |
retour number; | |
X varchar2(2); | |
dummy number; | |
dummy2 number; | |
l_c_gp_fIg_seI c_grp.c_gp_flg_sel%type; |