Immediate Mode (computer Graphics)
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Immediate Mode (computer Graphics)
Immediate mode in computer graphics is a design pattern of API design in graphics libraries, in which * the client calls directly cause rendering of graphics objects to the display, or in which * the data to describe rendering primitives is inserted frame by frame directly from the client into a command list (in the case of '' immediate mode primitive rendering''), without the use of extensive indirection – thus'' immediate ''– to retained resources. It does not preclude the use of double-buffering. Retained mode is an alternative approach. Historically, retained mode has been the dominant style in GUI libraries; however, both can coexist in the same library and are not necessarily exclusive in practice. Overview In immediate mode, the scene (complete object model of the rendering primitives) is retained in the memory space of the client, instead of the graphics library. This implies that in an immediate mode application the lists of graphical objects to be ...
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Direct Mode
In computing, direct or immediate mode in an interactive programming system is the immediate execution of commands, statements, or expressions. In many interactive systems, most of these can both be included in programs or executed directly in a read–eval–print loop (REPL). Most interactive systems also offer the possibility of defining programs in the REPL, either with explicit declarations, such as Python's def, or by labelling them with line numbers. Programs can then be run by calling a named or numbered procedure or by running a main program. Many programming systems, from Lisp and JOSS to Python and Perl have interactive REPLs which also allow defining programs. Most integrated development environments offer a direct mode where, during debugging In computer programming and software development, debugging is the process of finding and resolving '' bugs'' (defects or problems that prevent correct operation) within computer programs, software, or systems. Debug ...
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Immediate Mode GUI
An immediate mode graphic user interface (GUI), also known as IMGUI, is a graphical user interface design pattern which uses an immediate mode graphics library to create the GUI. The other major pattern of API design in graphics libraries is the retained mode. Implementations Most of the immediate mode GUI widget toolkit is implemented in default system controls and custom rendering for game development, graphic apps, Library: Scale form, and Dear ImGui. For game implementation, a GUI should * be updated in sync with the game scene or complex graphic. * be overlaid on a game scene or complex graphic (which is especially easy in both cases, when both GUI and game scene are controlled by the game loop). * have an unusual appearance or be pepped with complex graphic. This implies that in an immediate mode GUI, the client code is holding its own rendering primitives and API design which affects the graphics pipeline implementation. The immediate mode GUI widget toolkit * is m ...
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Vertex Buffer
This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. 0–9 A B C D E F G H I K L M N O P Q R S T ...
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Texture Maps
Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mapping originally referred to diffuse mapping, a method that simply mapped pixels from a texture to a 3D surface ("wrapping" the image around the object). In recent decades, the advent of multi-pass rendering, multitexturing, mipmaps, and more complex mappings such as height mapping, bump mapping, normal mapping, displacement mapping, reflection mapping, specular mapping, occlusion mapping, and many other variations on the technique (controlled by a materials system) have made it possible to simulate near- photorealism in real time by vastly reducing the number of polygons and lighting calculations needed to construct a realistic and functional 3D scene. Texture maps A is an image applied (mapped) to the surface of a shape or polygon. ...
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Indirection (computing)
Addressing modes are an aspect of the instruction set architecture in most central processing unit (CPU) designs. The various addressing modes that are defined in a given instruction set architecture define how the machine language instructions in that architecture identify the operand(s) of each instruction. An addressing mode specifies how to calculate the effective memory address of an operand by using information held in registers and/or constants contained within a machine instruction or elsewhere. In computer programming, addressing modes are primarily of interest to those who write in assembly languages and to compiler writers. For a related concept see orthogonal instruction set which deals with the ability of any instruction to use any addressing mode. Caveats Note that there is no generally accepted way of naming the various addressing modes. In particular, different authors and computer manufacturers may give different names to the same addressing mode, or the same ...
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Shaders
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as ''shading''. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units. Traditional shaders calculate rendering effects on graphics hardware with a high degree of flexibility. Most shaders are coded for (and run on) a graphics processing unit (GPU), though this is not a strict requirement. ''Shading languages'' are used to program the GPU's rendering pipeline, which has mostly superseded the fixed-function pipeline of the past that only allowed for common geometry transforming and pixel-shading functions; with shaders, customized effects can be used. The position and color ( hue, saturation, brightness, and contrast) of all pixels, vertices, and/or textures ...
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Graphics Processing Unit
A graphics processing unit (GPU) is a specialized electronic circuit designed to manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mobile phones, personal computers, workstations, and game consoles. Modern GPUs are efficient at manipulating computer graphics and image processing. Their parallel structure makes them more efficient than general-purpose central processing units (CPUs) for algorithms that process large blocks of data in parallel. In a personal computer, a GPU can be present on a video card or embedded on the motherboard. In some CPUs, they are embedded on the CPU die. In the 1970s, the term "GPU" originally stood for ''graphics processor unit'' and described a programmable processing unit independently working from the CPU and responsible for graphics manipulation and output. Later, in 1994, Sony used the term (now standing for ''graphics processing ...
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Rendering API
This is a glossary of terms relating to computer graphics Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great de .... For more general computer hardware terms, see glossary of computer hardware terms. 0–9 A B C D E F G H I K L M N O P ...
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Command Buffer
This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. 0–9 A B C D E F G H I K L M N O P Q R S T ...
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Vertex Attribute
A vertex (plural vertices) in computer graphics is a data structure that describes certain attributes, like the position of a point in 2D or 3D space, or multiple points on a surface. Application to 3D models 3D models are most often represented as triangulated polyhedra forming a triangle mesh. Non-triangular surfaces can be converted to an array of triangles through tessellation. Attributes from the vertices are typically interpolated across mesh surfaces. Vertex attributes The vertices of triangles are associated not only with spatial position but also with other values used to render the object correctly. Most attributes of a vertex represent vectors in the space to be rendered. These vectors are typically 1 (''x''), 2 (''x, y''), or 3 (''x, y, z'') dimensional and can include a fourth homogeneous coordinate (''w''). These values are given meaning by a material description. In realtime rendering these properties are used by a vertex shader or vertex pipeline. Such attri ...
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Immediate Mode GUI
An immediate mode graphic user interface (GUI), also known as IMGUI, is a graphical user interface design pattern which uses an immediate mode graphics library to create the GUI. The other major pattern of API design in graphics libraries is the retained mode. Implementations Most of the immediate mode GUI widget toolkit is implemented in default system controls and custom rendering for game development, graphic apps, Library: Scale form, and Dear ImGui. For game implementation, a GUI should * be updated in sync with the game scene or complex graphic. * be overlaid on a game scene or complex graphic (which is especially easy in both cases, when both GUI and game scene are controlled by the game loop). * have an unusual appearance or be pepped with complex graphic. This implies that in an immediate mode GUI, the client code is holding its own rendering primitives and API design which affects the graphics pipeline implementation. The immediate mode GUI widget toolkit * is m ...
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