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
// 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...
the geometry stream) as a separate z-pass, to achieve fast z-rejects in hardware and to use this buffer in conjunction with an occlusion query system implemented in the render system. (See Chapter 6 of this book, "Hardware Occlusion Queries Made Useful," for an example ...
Android.Opengl Assembly: Mono.Android.dll C# [Android.Runtime.Register("glRenderbufferStorageMultisample","(IIIII)V","")]publicstaticvoidGlRenderbufferStorageMultisample(inttarget,intsamples,intinternalformat,intwidth,intheight); Parameters target ...
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...
PFND3DKMT_PRESENTMULTIPLANEOVERLAY回呼函式會將內容從來源多平面重疊配置複製到目的地配置。 語法 C++ PFND3DKMT_PRESENTMULTIPLANEOVERLAY Pfnd3dkmtPresentmultiplaneoverlay;NTSTATUSPfnd3dkmtPresentmultiplaneoverlay(constD3DKMT_PRESENT_MULTIPLANE_OVERLAY *unnamedParam1 ){...} ...
Related aspects of the invention provide a graphics system, for example, as described above in which rendered data sets are kept in memory attached to the render server, such as RAM memory installed in the host systems, e.g., for reuse in response to subsequent messaging by the client compu...
example, when a closest hit shader310is invoked, the closest hit shader310spawns rays in various directions. For each object, or a light, hit by the spawned rays, the closest hit shader310adds the lighting intensity and color to the pixel corresponding to the closest hit shader310. It ...