• Shadow Mapping - realtime shadow rendering with OpenGL ES 2.0
    This document describes an approach for rendering shadows in realtime for mobile devices using OpenGL ® ES 2.0 which does not support depth texture unless the OES_depth_texture extension is available...
  • Shadow Mapping - realtime shadow rendering with OpenGL ES 2.0
    This document describes an approach for rendering shadows in realtime for mobile devices using OpenGL ® ES 2.0 which does not support depth texture unless the OES_depth_texture extension is available...
  • Inside the Demo: GPU Particle Systems with ASTC 3D textures
    At SIGGRAPH 2014 we presented the benefits of the OpenGL ES 3.0 API and the more newly introduced OpenGL ES 3.1 extension. Adaptive Scalable Texture Compression format (ASTC) is one of the biggest introductions...
  • Inside the Demo: GPU Particle Systems with ASTC 3D textures
    At SIGGRAPH 2014 we presented the benefits of the OpenGL ES 3.0 API and the more newly introduced OpenGL ES 3.1 extension. Adaptive Scalable Texture Compression format (ASTC) is one of the biggest introductions...
  • Locks, SWPs and two Smoking Barriers
    Before ARMv6 , the main synchronisation mechanism was the SWP instruction . SWP has two aspects, in a uniprocessor system it allows the read and write operations not to be interrupted between them.  ...