Dodatkowe przykłady dopasowywane są do haseł w zautomatyzowany sposób - nie gwarantujemy ich poprawności.
Even in such systems, a variant of the painter's algorithm is sometimes employed.
The over operator is, in effect, the normal painting operation (see Painter's algorithm).
This means that, for detailed scenes, the painter's algorithm can overly tax the computer hardware.
In basic implementations, the painter's algorithm can be inefficient.
The painter's algorithm is another common solution which, though less efficient, can also handle non-opaque scene elements.
Painter's algorithm sorts polygons by their barycenter and draws them back to front.
This code uses the Shlemiel the painter's algorithm.
The painter's algorithm, also known as a priority fill, is one of the simplest solutions to the visibility problem in 3D computer graphics.
Since drawing proceeds from back to front with closer objects simply overwriting farther ones, the process is known as employing the Painter's algorithm.
The algorithm should not to be confused with the Painter's algorithm of image compositing, as the two are completely unrelated.
Stacking window managers allow windows to overlap by drawing background windows first, which is referred to as painter's algorithm.
The painter's algorithm sorts all the polygons in a scene by their depth and then paints them in this order, farthest to closest.
To avoid this, some graphics engine implementations "overrender", drawing the affected edges of both polygons in the order given by painter's algorithm.
A stacking window manager is a window manager that draws all windows in a specific order, allowing them to overlap, using a technique called painter's algorithm.
(The painter's algorithm.)
As such, a reverse painter's algorithm cannot be used as an alternative to Z-culling (without strenuous re-engineering), except as an optimization to Z-culling.
MIL uses the painter's algorithm, where all the components are rendered from back of the screen to the front, which allows complex effects like transparencies to be easily achieved.
The canonical use of a BSP tree is for rendering polygons (that are double-sided, that is, without back-face culling) with the painter's algorithm.
This means that some pixels are actually drawn twice (as in the full painter's algorithm) but this happens on only small parts of the image and has a negligible performance effect.
While z-buffering allows the geometry to be unsorted, sorting polygons by increasing depth (thus using a reverse painter's algorithm) allows each screen pixel to be rendered fewer times.
Newell developed the Utah teapot while working on a Ph.D. at the University of Utah, where he also helped develop a version of the painter's algorithm for rendering.
The name "painter's algorithm" refers to the technique employed by many painters of painting distant parts of a scene before parts which are nearer thereby covering some areas of distant parts.
A simple way to draw such scenes is the painter's algorithm, which produces polygons in order of distance from the viewer, back to front, painting over the background and previous polygons with each closer object.
A reverse painter's algorithm is sometimes used, in which objects nearest to the viewer are painted first - with the rule that paint must never be applied to parts of the image that are already painted.
In software development, a Schlemiel the Painter's algorithm (or Schlemiel the Painter algorithm) is a methodology that is inefficient because the programmer has overlooked some fundamental issues at the very lowest levels of software design.