![]() ![]() * **lose_context_on_out_of_memory** (Frontend workarounds): Enabled: true *On some GPUs, program binaries don't contain transform feedback varyings* * **disable_program_caching_for_transform_feedback** (Frontend workarounds): Disabled *Applied Workarounds: enable_bgra8_overlays_with_yuv_overlay_support* * Intel GPUs fail to report BGRA8 overlay support: () *Applied Workarounds: disable_decode_swap_chain* * Disable DecodeSwapChain for Intel Gen9 and older devices: () *Applied Workarounds: decode_encode_srgb_for_generatemipmap* * Decode and Encode before generateMipmap for srgb format textures on Windows: () *Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent)* * Disable KHR_blend_equation_advanced until cc shaders are updated: () *Applied Workarounds: disable_discard_framebuffer* * Framebuffer discarding can hurt performance on non-tilers: () * On Intel GPUs MSAA performance is not acceptable for GPU rasterization: () *Applied Workarounds: force_cube_complete* * ANGLE crash on glReadPixels from incomplete cube map texture: () *Applied Workarounds: scalarize_vec_and_mat_constructor_args* * Always rewrite vec/mat constructors to be consistent: () *Applied Workarounds: clear_uniforms_before_first_program_use* * Clear uniforms before first program use on all platforms: (), () *Applied Workarounds: exit_on_context_lost* * Some drivers are unable to reset the D3D device in the GPU process sandbox * disabled_extension_GL_KHR_blend_equation_advanced_coherent * disabled_extension_GL_KHR_blend_equation_advanced * enable_bgra8_overlays_with_yuv_overlay_support * clear_uniforms_before_first_program_use * Hardware Protected Video Decode: Hardware accelerated * Out-of-process Rasterization: Hardware accelerated Compared to Chrome, the only difference is that “Skia Renderer” is disabled in Brave. The difference in height and the relationship to the boundary line can be seen in the two images below.Info on brave://gpu/ shows that the WebGL is HW accelerated. I loaded both PDF files into the same Photoshop document, and drew a rectangle over the 2D terrain (figure 1) to establish my cross section boundary. The technique I used can be found under the printing imagery section of my How to Save or Print High Resolution Images from Google Earth Tutorial. I was able to get a 13,200 x 10,200 pixels image by printing to an 8.5″ by 11″ PDF at 1,200 PPI. To get a narrow field of view, download this KML file, which will set your camera to 1 degrees. To get an orthographic look, that value should be as small as possible, to minimize the effects of perspective. The default camera in Google Earth has a field of view of 60 degrees. This effectively flattens the terrain while keeping the same imagery that is used for the 3D image. 01 (tools > options > 3D view > terrain > elevation exaggeration). The first with the terrain and 3D Building layers on, and the second with an elevation exaggeration value of. Software Required: Google Earth, Adobe Photoshop, Adobe InDesign (Optional)īegin by exporting two views of the same area in Google Earth. This tutorial will teach you how to create a 3D section cut using 3D satelite imagery from Google Earth, with post-processing done in Photoshop. ![]()
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