• <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12月>
            2526272829301
            2345678
            9101112131415
            16171819202122
            23242526272829
            303112345


            子曾經曰過: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

            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 - 914465
            • 排名 - 14

            最新隨筆

            最新評論

            閱讀排行榜

            評論排行榜


            總是想看點新鮮的東西,或許是因為生活太單調了。

            大體看了下《用RenderMonkey 進行shader開發》,學了點皮毛。

            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(1310) 評論(0)  編輯 收藏 引用 所屬分類: Game GraphicsHLSL&ShaderMonkey
            色综合久久中文色婷婷| 最新久久免费视频| 久久久久人妻一区精品性色av| 久久精品人人做人人爽电影| 久久国产色av免费看| 99久久国产热无码精品免费| 国产美女久久久| 欧美亚洲国产精品久久久久| 久久久久人妻精品一区二区三区 | 性做久久久久久久久浪潮| 久久这里都是精品| 蜜桃麻豆www久久| 中文无码久久精品| AAA级久久久精品无码区| 亚洲国产精品18久久久久久| 人人狠狠综合久久亚洲88| 一本久久知道综合久久| 四虎国产精品免费久久久| 国产69精品久久久久久人妻精品| 色偷偷888欧美精品久久久| 久久久午夜精品| 国内精品久久久久久麻豆| 久久成人国产精品| 国产色综合久久无码有码| 精品免费久久久久国产一区| 无码专区久久综合久中文字幕| 久久久久免费视频| 91久久精品无码一区二区毛片| 亚洲欧美日韩久久精品第一区| 亚洲国产成人精品91久久久 | AAA级久久久精品无码片| 中文字幕精品久久久久人妻| 久久99精品久久久久久噜噜| 久久精品国产亚洲AV大全| 性色欲网站人妻丰满中文久久不卡 | yellow中文字幕久久网| 久久精品www人人爽人人| 色综合久久综合中文综合网| 狠狠综合久久AV一区二区三区 | 无码乱码观看精品久久| 久久久人妻精品无码一区|