DirectX11
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dx data type
一直不后缀unorm和snorm什么意思,今天看introduction dx11 忽然明白,就是类型+是否归一化,(还有个typeless)DXGI_FORMAT_R32G32B32_FLOAT: Each element has three 32-bit floating-point components. DXGI_FORMAT_R16G16B16A16_UNORM: Each转载 2012-11-05 11:59:44 · 515 阅读 · 0 评论 -
Geometry shader : homogeneous clip space
Vertex positions leaving the geometry shader must be transformed to homogeneous clip space.转载 2012-11-17 12:28:49 · 987 阅读 · 0 评论 -
Primitives with Adjacency
5.5.2.6 Primitives with Adjacency A triangle list with adjacency is where, for each triangle, you also include its three neighboring triangles called adjacent triangles; see Figure 5.14b to observe转载 2012-11-17 11:44:31 · 889 阅读 · 0 评论 -
XMMatrixPerspectiveFovLH
5.6.3.6 XMMatrixPerspectiveFovLH A perspective projection matrix can be built with the following XNA Math function: XMMATRIX XMMatrixPerspectiveFovLH( // returns projection matrix FLOAT FovAngleY, //转载 2012-11-17 12:20:25 · 1919 阅读 · 0 评论 -
XMMatrixLookAtLH
The XNA Math library provides the following function for computing the view matrix based on the just described process: XMMATRIX XMMatrixLookAtLH( // Outputs resulting view matrix V FXMVECTOR EyePosit转载 2012-11-17 12:01:21 · 2117 阅读 · 0 评论 -
color
32-Bit Color To represent a color with 32-bits, a byte is given to each component. Since each color is given an 8-bit byte, we can represent 256 different shades for each color component—0 being no转载 2012-11-06 11:35:18 · 554 阅读 · 0 评论 -
IDXGIFactory
Modify the previous exercise solution by disabling the ALT-ENTER functionality to switch between full screen and windowed mode; use the IDXGIFactory::MakeWindowAssociation method and specify the DXG转载 2012-11-06 11:21:13 · 1920 阅读 · 0 评论 -
view
ID3D11RenderTargetView* mRenderTargetView; ID3D11Texture2D* backBuffer; mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast(&backBuffer));md3dDevice->CreateRenderTargetView(ba转载 2012-11-06 11:19:30 · 552 阅读 · 0 评论 -
HRESULT D3D11CreateDevice flag
HRESULT D3D11CreateDevice( IDXGIAdapter *pAdapter, D3D_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, CONST D3D_FEATURE_LEVEL *pFeatureLevels, UINT FeatureLevels, UINT SDKVersion, ID3D11Device转载 2012-11-05 13:18:18 · 1197 阅读 · 0 评论 -
dx texture
Texture Resource Views A texture can be bound to different stages of the rendering pipeline; a common example is to use a texture as a render target (i.e., Direct3D draws into the texture) and as a sh转载 2012-11-05 12:10:09 · 621 阅读 · 0 评论 -
D3D_DRIVER_TYPE_REFERENCE
D3D_DRIVER_TYPE_REFERENCE: Creates a so-called reference device. The reference device is a software implementation of Direct3D with the goal of correctness (it is extremely slow because it is a softwa转载 2012-11-05 13:12:49 · 768 阅读 · 0 评论 -
Multisampling in Direct3D
4.1.8 Multisampling in Direct3D In the next section, we will be required to fill out a DXGI_SAMPLE_DESC structure. This structure has two members and is defined as follows:typedef struct DXGI_转载 2012-11-05 12:55:50 · 495 阅读 · 0 评论 -
effect编译时通过uniform函数变量判断条件
There is nothing that limits us to one parameter. We will need to combine shadow quality, textures, and the number of lights all together so the vertex and pixel shaders would look like the followin转载 2012-11-18 01:17:02 · 641 阅读 · 0 评论