query: Billboarding effect in OpenGL
positive_passages.docid: 19401
positive_passages.text: Rendering 2D sprites in a 3D world?
negative_passages.docid: 486
negative_passages.text: Aligning plot axes in a graphics object
negative_passages.docid: 48739
negative_passages.text: Ortho Projection produces artifacts
negative_passages.docid: 118053
negative_passages.text: Local colormaps in global coordinate system
negative_passages.docid: 100602
negative_passages.text: Black reflections at extreme angles with glossy shader on smooth surfaces
negative_passages.docid: 9413
negative_passages.text: Gray cone obscuring/clipping the 3D Viewport
negative_passages.docid: 54342
negative_passages.text: How do you overlay an image on a shader in Cycles?
negative_passages.docid: 56721
negative_passages.text: Graphics3D: Opacity limitations
negative_passages.docid: 154031
negative_passages.text: "Fake" 3d effect in Photoshop/Illustrator with raster images
negative_passages.docid: 125320
negative_passages.text: 2D vector treatment and visualisation
negative_passages.docid: 83783
negative_passages.text: how would you recreate the distorted/noise effect that google uses in their new material design illustrations?
negative_passages.docid: 89002
negative_passages.text: Using UV Mapping on an Equirectangular Projection
negative_passages.docid: 97044
negative_passages.text: What is the name of this effect, and what is a good way to replicate it?
negative_passages.docid: 61700
negative_passages.text: "Covering up" text in Graphics
negative_passages.docid: 156020
negative_passages.text: How do you approach resolution independence in raster based graphics content?
negative_passages.docid: 90003
negative_passages.text: Avoiding slow evaluations in Manipulate when combining graphics with Show
negative_passages.docid: 99379
negative_passages.text: Brightness dependent texture on mesh