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- programmable vertex shader 可编程顶点处理器
- Next we shall learn, how to write and compile a vertex shader program. 下一步,我将学习如何编写与编译一个顶点着色程序。
- You can create your vertex shader in two ways (that I know). 创建顶点着色程序你可有两种方法。
- Up to 128 instructions can be encoded in a single vertex shader. 指令的序列为128个操作长度。
- In contrast, with a programmable graphics pipeline, the developer has complete control over the algorithms used in the vertex shader and the pixel shader. 相比之下,与一个可编程图形管线,开发具有完全控制算法用于顶点着色和像素着色器。
- Set up the vertices and vertex shader. 设置顶点和顶点着色器。
- That means they retain their data longer than the life-time of a vertex shader. 这意味着它们的数据将被保存比一个顶点着色器生命周期还长的时间。
- Now let's see how these registers and instructions are typically used in the vertex shader ALU. 现在让我们来看看在顶点着色运算器中这些寄存器和指令如何被典型的运用。
- Some themes also require your computer's graphics card to have a feature called Vertex Shader 2.0. 某些主题还要求计算机的图形卡具有称为Vertex Shader 2.;0的功能。
- Every vertex shader must write at least to one component of oPos or you will get an error message by the assembler. 每一个顶点着色器必须向oPos的一个分量写入值,否则编译器就会返回一个错误。
- Software vertex processing provides a guaranteed set of vertex processing capabilities, including an unbounded number of lights and full support for programmable vertex shaders. 软件顶点处理提供可保证的顶点处理能力集,包括无限制的光源数量和对可编程的顶点着色器的完全支持。
- So it is possible to re-use the data of the input registers in the next vertex shader. 也就是说,有可能重新使用输入寄存器的数据在下一个顶点着色器。
- If you are debugging your vertex shader code, then, it is a must that you use software vertex processing. 但当你调试顶点着色程序的时候,你可以使用软件仿真顶点处理进程。
- Before we are able to compile a vertex shader, we must write one ... (old wisdom ). 在我们可以编译一个顶点着色程序之前,我们必须要写一个顶点着色器...
- Vertex shader code usually sits on the card. Hence, not too much time lost between shader switches. 顶点着色代码通常搁置在显卡里。因此,不会有太多时间消耗在着色的转换上。
- Another advantage of the pixel shader is that it has access to textures, whereas the vertex shader does not. 另一个优势是在像素着色器,它已获得的纹理,顶点着色器,而没有。
- Now, you're ready to set a vertex stream on the stream bank to supply data to a vertex shader. 现在,您准备好设定一个顶点流的流银行提供的数据到顶点着色。
- You could incorporate this calculation into your vertex shader, or you could modify it to suit your needs. 你可以将这一计算到顶点着色器,或者你可以修改它以满足您的需要。
- Only one vertex shader can be active at a time.It is a good idea to write vertex shaders on a per-task basis. 因为在同一个时候仅仅有一个顶点着色器可以被激活,为每一个基本的功能块编写一个顶点着色是一个不错的主意。
- Vertex ShaderA vertex shader is a graphics processing function that performs mathematical operations on the vertex data of the object. 顶点着色器顶点着色器一种图形处理功能,它计算显示对象的顶点数据。