• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>
            隨筆 - 505  文章 - 1034  trackbacks - 0
            <2007年11月>
            28293031123
            45678910
            11121314151617
            18192021222324
            2526272829301
            2345678


            子曾經(jīng)曰過:編程無他,唯手熟爾!

            常用鏈接

            留言簿(94)

            隨筆分類(649)

            隨筆檔案(505)

            相冊(cè)

            BCB

            Crytek

            • crymod
            • Crytek's Offical Modding Portal

            Game Industry

            OGRE

            other

            Programmers

            Qt

            WOW Stuff

            搜索

            •  

            積分與排名

            • 積分 - 911346
            • 排名 - 14

            最新隨筆

            最新評(píng)論

            閱讀排行榜

            評(píng)論排行榜


            總是想看點(diǎn)新鮮的東西,或許是因?yàn)樯钐珕握{(diào)了。

            大體看了下《用RenderMonkey 進(jìn)行shader開發(fā)》,學(xué)了點(diǎn)皮毛。

            要真正理解這玩意兒,還得看DirectX Documentation.

            Shaders

            At a very high level, data enters the graphics pipeline as a stream of primitives and is processed by up to as many as three shader stages:

            • A vertex shader performs per-vertex processing such as transformations, skinning, vertex displacement, and calculating per-vertex material attributes. Tessellation of higher-order primitives should be done before the vertex shader executes. As a minimum, a vertex shader must output vertex position in homogeneous clip space. Optionally, the vertex shader can output texture coordinates, vertex color, vertex lighting, fog factors, and so on.
            • A geometry shader performs per-primitive processing such as material selection and silhouette-edge detection, and can generate new primitives for point sprite expansion, fin generation, shadow volume extrusion, and single pass rendering to multiple faces of a cube texture.
            • A pixel shader performs per-pixel processing such as texture blending, lighting model computation, and per-pixel normal and/or environmental mapping. Pixel shaders work in concert with vertex shaders; the output of a vertex shader provides the inputs for a pixel shader. In Direct3D 9 some pixel operations (such as fog blending, stencil operations, and render-target blending) occur after the pixel shader is finished.

            These stages are completely programmable using the High Level Shading Language (see HLSL). Authored HLSL shaders can be compiled at author-time or at runtime, and set at runtime into the appropriate pipeline stage.

            All Direct3D 10 shaders are compiled with the shader model 4 target. Functions like D3D10CompileShader and D3D10CompileEffectFromMemory require a shader profile to tell the compiler which shader model to compile for.

            posted on 2007-10-21 04:11 七星重劍 閱讀(1306) 評(píng)論(0)  編輯 收藏 引用 所屬分類: Game GraphicsHLSL&ShaderMonkey
            亚洲国产精品无码久久| 国产福利电影一区二区三区久久久久成人精品综合 | 亚洲精品无码久久毛片| 开心久久婷婷综合中文字幕| 久久久久久久91精品免费观看| 亚洲中文字幕无码久久2020| 精品久久久久久国产| 久久夜色精品国产噜噜亚洲a| 亚洲色大成网站www久久九| 中文字幕亚洲综合久久| 久久久久久曰本AV免费免费| www.久久热.com| 综合网日日天干夜夜久久| 国产成人久久激情91| 久久人人爽人人爽人人片AV不 | 99久久香蕉国产线看观香| AV狠狠色丁香婷婷综合久久| 欧美激情一区二区久久久| 久久综合中文字幕| 奇米综合四色77777久久| 欧美成a人片免费看久久| 久久香蕉国产线看观看99| 一本一本久久aa综合精品| 日韩精品久久久久久久电影| 国产精品九九久久免费视频 | 一本色道久久综合狠狠躁| 欧美色综合久久久久久| 久久国产成人亚洲精品影院| 9久久9久久精品| 国产精品美女久久久久网| 久久婷婷五月综合色高清| 亚洲精品乱码久久久久久蜜桃不卡| 综合久久给合久久狠狠狠97色| 久久久久这里只有精品| 色婷婷噜噜久久国产精品12p| 狠狠色综合网站久久久久久久| 国产精品成人久久久久三级午夜电影 | 精品久久久久久久久午夜福利| 久久久亚洲裙底偷窥综合| 青青热久久国产久精品| 久久久久久亚洲精品影院|