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BHRE浣跨敤OpenGL浣滀負(fù)搴曞眰鍥懼艦API錛岄噰鐢–G浣滀負(fù)Shader寮鍙戣璦錛屽湪鍦烘櫙緇勭粐鍜岀姸鎬佺鐞嗙殑鍩烘湰鏁版嵁緇撴瀯鍩虹涓婏紝鐮斿彂浜?jiǎn)鍖呮嫭涓緋誨垪闈㈠悜涓夌淮娓告垙銆佷豢鐪熸ā鎷熴佹極娓稿睍紺虹瓑瀹炴椂涓夌淮鍥懼艦搴旂敤鐨勫姛鑳姐?
* Features
o 鍩烘湰3DS妯″瀷杞藉叆
o 瑙嗙偣榪愬姩
o 瀵硅薄榪愬姩
o 瑁佸噺綆楁硶
o 澶╃┖鐩?
o 澶ц妯″湴褰?
o 涓夌淮澹伴煶
o 紕版挒媯(gè)嫻?
o 闆炬晥鏋?
o 澶氬厜婧愭晥鏋?
o 鍩轟簬GPU鐨勬按娉㈢壒鏁?
o Video綰圭悊
o LOD 闃呰鍏ㄦ枃
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2006-5-22
2006-5-12
聽聽聽聽 Humus#2006-5-8
HOWTO: Write a Summer of Code application | drupal.org #鍐嶇湅鐪婲vidia鍒板簳鎬庝箞璇寸殑錛?br />澶伓蹇?jī)浜?jiǎn)錛屽氨鏄鍘熸潵濡傛灉浣犵敤浜?jiǎn)寰堝ソ瀹炵幇鐨凜gFx錛岀幇鍦ㄥ涓嶈搗錛屼笉鑳界敤浜?jiǎn)銆?/span>鎵浠ユ垜鐪嬪埌鐨勬棭鏈熺殑浣跨敤cg1.2鐨?/span>nebula2閮藉皝瑁呬簡(jiǎn)CGFX錛屼絾鏄埌浜?/span>1.4涓嶇煡閬撲負(fù)浠涔堬紝鍙戝竷鐨?/span>CG_tookit閲岃竟鍗村幓鎺変簡(jiǎn)榪欎釜CGFX鐨勮繍琛屽簱銆?/span>nebula2鏂扮殑鐗堟湰涔熷幓鎺変簡(jiǎn)CGFX錛屽彧鍓╀笅D3DShader鐨勬敮鎸併?/span>
- Applications and effects that used previous versions of CgFX will require modification.Applications that use CgFX will have to be modified to use the new CgFX API. If the supplied OpenGL state manager for CgFX is used, the effect files themselves must be modified. The effects must be changed to use OpenGL state assignments, rather than the D3D state assignments supported in prior versions of CgFX. A subsequent release of Cg will provide D3D and cross-platform state managers for CgFX.
- CgFX has been redesigned and re-implemented. As noted above, existing applications that use CgFX must be modified if the new API is to be used. In addition, if you wish to use the supplied 鈥渘ative鈥?OpenGL state manager, which assumes that OpenGL-style state names and vales are used in effects, existing effects must be modified to use OpenGL-style states. See the 鈥淚ntroduction to CgFX鈥?chapter in the Cg Users Manual for more details. If you have questions or problems related to porting existing CgFX applications, please contact NVIDIA developer relations.
涓婅竟榪欐璇濇渶鍚?span style="font-family: SimSun;" lang="ZH-CN">璇村鏋滄湁闂錛岃仈緋籒vidia developer relations銆傛垜鎯充竴鎯充篃娌℃湁鍔炴硶浜?jiǎn)锛屽幓闂畐j澶х墰閮戒笉鐭ラ亾鎬庝箞鍥炰簨鍎匡紝閭e彧濂藉幓闂竴涓嬩簡(jiǎn)錛岀粨鏋滃埌浜?jiǎn)nvidia developer緗戠珯涓婁篃宸笉鍒板彲浠ョ洿鎺ラ棶璋侊紝榪樺~浜?jiǎn)涓寮犺〃娉ㄥ唽浜?jiǎn)涓涓敤鎴鳳紝鐜板湪榪樻病鏈夎鎵逛笅鏉ャ傛渶鍚庡疄鍦ㄧ瓑涓嶅強(qiáng)浜?jiǎn)锛屽幓璁哄潧涓婇棶鍚с備笅闈㈠嚑涓湴鍧錛屾病鍑嗗効鏈夌啛鐭g鐨勪漢鍙互絳斿涓涓?http://www.gamedev.net/community/forums/topic.asp?topic_id=389475
聽
http://www.smth.org/bbscon.php?bid=50&id=43518
聽
http://www.smth.org/bbscon.php?bid=197&id=50169
聽
http://forums.nvidia.com/index.php?showtopic=13875
CgFX beta support for DirectX 8, DirectX 9, and OpenGL
Cg Effects Explained document聽
CgFX beta support for DirectX 8, DirectX 9, and OpenGL
Complete rewrite of CgFX, including an API integrated with the Cg runtime API, support for extensible, cross-platform graphics state management, and support for unsized arrays and interfaces.
Cg 1.3 and 1.4 style Effects files supported
- CgFXCreateEffect錛孋gFXCreateEffectFromFileA錛孋gFXCreateEffectCompiler錛孋gFXCreateEffectCompilerFromFileA
- CgFXSetDevice錛孋gFXFreeDevice
- CGFXHANDLE GetTechnique(UINT index);CGFXHANDLE GetTechniqueByName(LPCSTR name);
- CGFXHANDLE GetPass(CGFXHANDLE technique, UINT index);CGFXHANDLE GetPassByName(CGFXHANDLE technique, LPCSTR name);
- CGFXHANDLE GetParameter(CGFXHANDLE parent, UINT index);
- CGFXHANDLE GetParameterByName(CGFXHANDLE parent, LPCSTR name);
- CGFXHANDLE GetParameterBySemantic(CGFXHANDLE parent, LPCSTR name);
- CGFXHANDLE GetParameterElement(CGFXHANDLE parent, UINT element);
- HRESULT FindNextValidTechnique(CGFXHANDLE hTechnique,CGFXHANDLE *pTechnique);
- HRESULT SetTechnique(CGFXHANDLE pTechnique);CGFXHANDLE GetCurrentTechnique();
- HRESULT Begin(UINT* pPasses, DWORD Flags);HRESULT Pass(UINT passNum);HRESULT End();
- HRESULT CloneEffect(ICgFXEffect** ppNewEffect);
- HRESULT GetDevice(LPVOID* ppDevice);
- HRESULT OnLostDevice();
- HRESULT OnResetDevice();
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2006-4-22