![]() In order for these to scale, they have to be stretched, which leads to blurriness and a loss of intended quality. This graphic will always be comprised of a 16x16 grid with specific pixels comprising the image. ![]() ![]() For example, in a SNES game, you may have a 16x16 graphic. Most textures you see in games are not vectorized but rasterized, which mean they are a specific and finite resolution. It is very much like vectorized graphics which work similarly but on a 2D plane. ![]() This gives you a 3D model.īecause vertex points are just mathematical references, they do not have a set measurement but are relative to each other in a space. How these points connect create polygons, which then shading and textures are applied to. 3D objects are not a static rendered effect, but are actually a set of vertex points.
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