摘要: D3DFVF_XYZ和D3DFVF_XYZRHW有什么區(qū)別?以前好像沒(méi)有仔細(xì)思考過(guò),只是見(jiàn)到Beginning DirectX9中如是說(shuō):The RHW value, which stands for Reciprocal of Homogeneous W[1], tells Direct3D that the vertices that are being used are already in screen coordinates. This value is normally used in fog and clipping calculations and should be set to 1.0.
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