You have already learned how to render into off-screen textures using a framebuffer object, and you have just learned how to perform antialiasing using multi-sampling. However, the multi-sampled color buffer has been owned by the window system. It’s possible to combine both of these features...
// vertex_stride is the size of bytes of each vertex in the buffer object // vertex_position_offset and kin are the offset in bytes of the position data // in each vertex. For example if your vertex structure is // [ position, texcoord, normal ] then position vertex_position_offset w...
This article is about programming multiple graphics cards to render OpenGL scenes on up to 6 monitors with a single computer. Recently, I’ve been doing research in this area for the Allosphere, an immersive, 30ft. display at UC Santa Barbara. Rather than have 16 computers, each with a p...
Android.Opengl Assembly: Mono.Android.dll C# [Android.Runtime.Register("glRenderbufferStorageMultisample","(IIIII)V","")]publicstaticvoidGlRenderbufferStorageMultisample(inttarget,intsamples,intinternalformat,intwidth,intheight); Parameters target ...
Example 5-2. Binding Vertex Buffers to Streams Copy /// Each time we want to render primitives:/// Set the vertex declaration objectm_pd3dDevice->SetVertexDeclaration(m_pVtxDclObj);// Bind vertex buffers to device data streamsm_pd3dDevice->SetStreamSource(0, m_pVtxBuf...
D3DKMT_MULTISAMPLEMETHOD结构描述多采样方法。 语法 C++ typedefstruct_D3DKMT_MULTISAMPLEMETHOD{[out] UINT NumSamples; [out] UINT NumQualityLevels; UINT Reserved; } D3DKMT_MULTISAMPLEMETHOD; 成员 [out] NumSamples 多采样方法中使用的子像素数(例如,2 为 2 倍,8 倍多采样)。
D3DKMT_DESTROYSYNCHRONIZATIONOBJECT结构 D3DKMT_DEVICE_ERROR_REASON枚举 D3DKMT_DEVICE_ESCAPE结构 D3DKMT_DEVICE_IDS结构 D3DKMT_DEVICEESCAPE_TYPE枚举 D3DKMT_DEVICEEXECUTION_STATE枚举 D3DKMT_DEVICEPAGEFAULT_STATE结构 D3DKMT_DEVICEPRESENT_QUEUE_STATE结构 D3DKMT_DEVICEPRESENT_STATE结构 D3DKMT_DEVICEPRES...
D3DKMT_DESTROYSYNCHRONIZATIONOBJECT結構 D3DKMT_DEVICE_ERROR_REASON列舉 D3DKMT_DEVICE_ESCAPE 結構 D3DKMT_DEVICE_IDS結構 D3DKMT_DEVICEESCAPE_TYPE列舉 D3DKMT_DEVICEEXECUTION_STATE列舉 D3DKMT_DEVICEPAGEFAULT_STATE 結構 D3DKMT_DEVICEPRESENT_QUEUE_STATE 結構 D3DKMT_DEVICEPRESENT_STATE結構...
frames. In another example, GPUs 139(0), 139(1) may work together using checkerboard work allocation to render left eye frames in a virtual reality system, and GPUs 139(2), 139(3) may work together using checkerboard work allocation to render right eye frames in the virtual reality system...
odd frames. In another example, GPUs139(0),139(1) may work together using checkerboard work allocation to render left eye frames in a virtual reality system, and GPUs139(2),139(3) may work together using checkerboard work allocation to render right eye frames in the virtual reality system....