Developing
文章平均质量分 92
DONALDO_O
这个作者很懒,什么都没留下…
展开
-
Thinking About "OGL 3 & DX 11: The War Is Over
The original article "OpenGL 3 & DirectX 11: The War Is Over" is published here: http://www.tomshardware.com/reviews/opengl-directx,2019.html And the following is my extract from this article原创 2008-11-15 20:33:00 · 1161 阅读 · 0 评论 -
Missing Variable in HLSL because of Optimization
Im suck! Ive encountered a effect problem described like this: While I was debugging a effect by PIX, one of the matrix variable was missing in the ASM codes! float4x4 g_mWorld;float原创 2008-11-15 20:53:00 · 451 阅读 · 0 评论 -
#pragma pack( n )和__declspec( align(#) ) 的偏移量计算方法
这么复杂的东西,不用中文压根说不清楚。用英文写,写了也等写火星文。 现在的一些处理器,需要你的数据的内存地址必须是对齐(align)的,即使不是必须,如果你对齐的话,运行的速度也会得到提升。虽然对齐会产生的额外内存空间,但相对于这个速度的提升来说,是值得的。所谓对齐,就是地址必须能整除一个整数,这个就是对齐参数(alignment value)。合法的取值范围是1、2、4、6、16、…原创 2008-11-15 20:42:00 · 1372 阅读 · 2 评论 -
Shadow Mapping
What is shadow mapping? Shadow mapping is a graphical technique for rendering 3D objects shadow in the real time. Comparing to the Shadow Volume technique, Shadow mapping is ususally faster-ru原创 2008-11-15 20:45:00 · 1005 阅读 · 0 评论 -
matrix, mul, Normal multiplication in Shader
Damn it! Ive been stuck in the matrix-problem of Shader all the day!After searching and thinking, Ive figured out the answer, and here is my memo about matrix of D3D and Shader Row-major or原创 2008-11-15 20:52:00 · 1304 阅读 · 0 评论