"Hit 'Em Up" is a diss song by rap artist Tupac Shakur (2Pac), featuring his group the Outlawz. It is the B-side to the single "How Do U Want It", released on June 4, 1996, from the album All Eyez on Me. The song’s lyrics contain vicious insults to several East Coast rappers, chief among them, Shakur's former friend turned rival, The Notorious B.I.G., also known as Biggie Smalls. The song was recorded in Los Angeles, California at Can Am Studios in May 1996. Reporter Chuck Philips, who interviewed Shakur at Can Am, described the song as "a caustic anti-East Coast jihad in which the rapper threatens to eliminate Biggie, Sean Combs (Puffy), and a slew of Bad Boy artists and other New York acts." The song was produced by long-time collaborator Johnny "J" and samples the bassline from "Don't Look Any Further" by Dennis Edwards and interpolates "Get Money" by Biggie Smalls group Junior M.A.F.I.A., which used the Dennis Edwards sample as well. The video, itself described as infamous, includes impersonations of Biggie, Puffy and Lil' Kim.
Töölö (Swedish: Tölö) is the collective name for the neighbourhoods Etu-Töölö (Swedish: Främre Tölö; lit. Front Töölö) and Taka-Töölö (Swedish: Bortre Tölö; lit. Rear Töölö) in Helsinki, Finland. The neighbourhoods are located next to the city centre, occupying the western side of the Helsinki Peninsula.
Etu-Töölö, the southern neighbourhood, borders Kamppi and is the location of the Finnish Parliament House. Taka-Töölö, the northern neighbourhood, borders Meilahti and Laakso. Contrary to popular belief, Töölö is not the official name of any district or neighbourhood in Helsinki.
Tülü or Tyulyu or Tyuli may refer to:
Transform, clipping, and lighting (T&L or sometimes TCL) is a term used in computer graphics.
Transformation is the task of producing a two-dimensional view of a three-dimensional scene. Clipping means only drawing the parts of the scene that will be present in the picture after rendering is completed. Lighting is the task of altering the colour of the various surfaces of the scene on the basis of lighting information.
Hardware T&L had been used by arcade game system boards since 1993, and by home video game consoles since the Nintendo 64's Reality Coprocessor GPU in 1996.Personal computers implemented T&L in software until 1999, as it was believed faster CPUs would be able to keep pace with demands for ever more realistic rendering. However, 3D computer games of the time were producing increasingly complex scenes and detailed lighting effects much faster than the increase of CPU processing power.
Nvidia's GeForce 256 was released in late 1999 and introduced hardware support for T&L to the consumer PC graphics card market. It had faster vertex processing not only due to the T&L hardware, but also because of a cache that avoided having to process the same vertex twice in certain situations. While DirectX 7.0 (particularly Direct3D 7) was the first release of that API to support hardware T&L, OpenGL had supported it much longer and was typically the purview of older professionally oriented 3D accelerators which were designed for computer-aided design (CAD) instead of games.