1. Open IE, click the "Tools" option in the upper-right corner, and choose "Internet Options";
2. Click on the "Security" tab above the interface and click on "Internet";
3. Select the "Advanced" tab in the "Internet" option, and make the appropriate setting in the Settings window, which is currently set to accelerated graphics "using software rendering without GPU re
Humus was written on the GPU pro, many of which were on his website and later mentioned on siggraph12.
The similarities are not recorded. Combined with the document above in siggraph12, it can be said that the amount of gold is quite high and there are many highlights for reference.
Light Index
The Processing Method of Multi-light source is not the deferred series, but the light index method, put the light information in a texture.
The details are sk
the:p Ipeline::buffer, In addition to the ptr_as The VB we manage also provides an iterator similar to the STL access container, with the semantics to access the elements in VB.Index bufferFigure Index BufferThe management of index buffer is slightly simpler than VB. A unit element is an shaping. So its iterators are also lightweight, using pointers directly. But index buffer also needs to manage a primitive type. It describes the topological relationship between the fixed-point indexes:Diagram
The content is as follows. For learners, it is more like introducing tesselation technology through the examples of terrain and water.
Hardware Introduction
In fact, the author of this article described the dx sdk well or better. Here is a brief introduction:
Hull shader: Specifies the Output Control Point and how the tesselator is subdivided.
Tesselator This is a fixed stage that generates the factor used for interpolation.
Domain shader, interpolation of vertex posiiton and other
Pathbuffer[max_path] = {0}; WCHAR Wszpath[max_path] = {0}; int nnum = WideCharToMultiByte (CP_ACP, 0, Wszpath, getcurrentdirectory (sizeof (Wszpath), Wszpath), Pathbuffer , MAX_PATH, NULL, NULL); Pathbuffer[nnum] = ' \ \ '; S_resourcepath = Pathbuffer; }} ⑨, the last minor modificationIf you are using an MFC form that is a dialog type, you will find that after you press ENTER or ESC, the form is closed immediately after you run it. Therefor
Triangle Num: 32768
FPS
Environment: 6G-ddr3, i5-480m
Brute Force not very userful for nowadays game, due to its poor fps. I'm a novice for terrain rendering, maybe the "levels" cocould increase the fps.
How to do: Here is the principle and below is the code (yes, I use Ogre O >_
void createScene(){// load terrain mapif(myTerrain.LoadHeightMap("height.dat", TERRAIN_SIZE)){myTerrain.SetHeightScale(0.25f);}
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