maxsize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; break; } } assert( maxsize > 0 ); UINT twidth, theight; if ( width > maxsize || height > maxsize ) { float ar = static_cast<float>(height) / static_cast<float>(width); if ( width > height ) { twidth = static_cast<UINT...
3.render上: context来set纹理资源和采样状态 4.shader的修改:修改 vs的vertexStruct, 定义采样方式和texture2D资源, 哎,texDiffuse.Sample写成Sampler了,一直报错 纹理采样的几种方式: 绘制立方体时,如果需要添加多个纹理,应创建ID3D11ShaderResourceView 数组,并在Render循环时,DrawIndex不同的index对应不同的resource...
UINT numDriverTypes=ARRAYSIZE(driverTypes); D3D_FEATURE_LEVEL featureLevels[]={ D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0 }; UINT numFeatureLevels=ARRAYSIZE(featureLevels); DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd,sizeof(sd)); sd.BufferCount=1; sd.BufferD...
D2D - DImage 測試 - TestImageWiderThanStripSize D2D - DImage 測試 - TestInitialPropertyValues D2D - DImage 測試 - TestMipMapLevels D2D - DImage 測試 - TestOffset D2D - DImage 測試 - TestOffsetDifferentFormat D2D - DImage 測試 - TestResourceTexture D2D - DImage 測試 - TestSetCurrentFrameInvalid...
D2D - DImage 測試 - TestImageWiderThanStripSize D2D - DImage 測試 - TestInitialPropertyValues D2D - DImage 測試 - TestMipMapLevels D2D - DImage 測試 - TestOffset D2D - DImage 測試 - TestOffsetDifferentFormat D2D - DImage 測試 - TestResourceTexture D2D - DImage 測試 - TestSetCurrentFrameInvalid...
"Texture2D<float4> g_Color; \n" "struct PSOut \n" "{ \n" " float4 color : SV_Target; \n" "}; \n" "PSOut main( in PSIn input ) \n" "{ \n" " PSOut output; \n" " output.color = input.color; \n" " return output; \n" ...
所有数据的最大和最小值保存在min和max属性中。 这3者之间的关系可以参考下图: ?...这种数据的设计为了更好的配合OpenGL进行渲染。例如假设buffer中保存2d的纹理坐标,bufferView的数据对于OpenGl的接口glBindBuffer。...occlusionTexture用来表示一个物体表面避光的区域,这样渲染出来会更加黑暗。这个属性在纹理的red通道...
UINT bindPoint = params.mpTextureParameterBindPoint[textureCount]; ASSERT( bindPoint < CPUT_MATERIAL_MAX_TEXTURE_SLOTS, _L("Texture bind point out of range.") );if( textureName[0] =='@') {// This is a per-mesh value. Add to per-mesh list.textureName += ptoc(pModel) + itoc(me...
} interface {$INCLUDE PXL.Config.inc} uses Windows, PXL.Windows.D3D11, PXL.TypeDef, PXL.Types, PXL.Types.DX11; type PDX11BufferVariable = ^TDX11BufferVariable; TDX11BufferVariable = record VariableName: StdString; ByteAddress: Integer; SizeInBytes: Integer; end; TDX11BufferVariables = class...
int g_Size; float3 g_pad; }; [numthreads(16, 16, 1)] void CS(uint3 DTid : SV_DispatchThreadID) { // 采样 Texture2DArray 获取SDF值 float2 texCoord = float2(pos.x / g_Size.x, pos.y / g_Size.y); int arrayIndex = int(pos.z / g_Size.z * 4.0f); ...