&app.translation.x,0.0f,960.0f);// Edit 1 float using a slider from 0.0f to 1.0fImGui::Text("Application average %.3f ms/frame (%.1f FPS)",1000.0f/io->Framerate,io->Framerate);}// [ImGui] RenderingImGui::Render();
Textures are an important part of making rich, realistic, and impressive scenes, but if you can’t load all of the data onto the GPU, your rendering will be slow, if not impossible. One way to deal with storing and using a large amount of texture data is to compress the data. ...
当你在图形计算领域冒险到了一定阶段以后你可能会想使用OpenGL来绘制文本。然而,可能与你想象的并不一样,使用像OpenGL这样的底层库来把文本渲染到屏幕上并不是一件简单的事情。如果你只需要绘制128种不同的字符(Character),那么事情可能会简单一些。但是如果你要绘制的字符有着不同的宽、高和边距,事情马上就复杂了。
Mercury GPU 加速为项目设置。要启用该设置,请选择文件>项目设置,选择视频渲染和效果选项卡,然后将使用选项设置为Mercury GPU 加速。根据计算机和 GPU 的不同,显示的此类选项也可能不同。After Effects 支持以下 GPU 技术: OpenCL(仅限配备 AMD 或 Intel GPU 的 Windows) ...
我们知道OpenGL是一组可以操作GPU的API,然而仅仅能够操作GPU,并不能够将图像渲染到设备的显示窗口上。那么,就需要一个中间层,连接OpenGL与设备窗口,并且最好是跨平台的。 于是EGL出现了,由Khronos Group提供的一组平台无关的API。 3,EGL的一些基础知识
3D图形学(2):GPU渲染管线与可编程着色器 内容引自《Real Time Rendering 3rd》 渲染管线流程图 其中: 绿色的阶段都是完全可编程。 黄色的阶段可配置,但不编程。 蓝色的阶段完全固定。 顶点着色器 Vertext Shader 顶点着色器(The Vertex Shader)的功能于2001年首次在DirectX 8中引入。由于它是流水线上的第一个...
The blur effect in the image above (known asBokeh) is based on stamping a Texture on top of very bright pixels. This creates very believable camera lens blurs, especially when used in conjunction withHDRrendering. This image shows an exaggerated lens blur. This is a possible result of using...
direct rendering: YesExtended renderer info (GLX_MESA_query_renderer):Vendor: Intel Open Source Technology Center (0x8086)Device: Mesa DRI Intel(R) UHD Graphics 630 (CML GT2) (0x9bc5)Version: 20.0.8Accelerated: yesVideo memory: 3072MBUnified memory: yesPreferred profile: core (0x1)Max ...
We use a mix of GL 1.x, 2.x and 3.x calls, but revert back to 2.x rendering for our selection/pick handling. Performing the same operation using nVidia, AMD or Mesa GL drivers works without a problem. PC is a Dell Precision 5550 with Intel UHD Graphics ...
The OpenVG 1.1 Lite specification relaxes the accuracy requirements of stroke path rasterization and normalizes the stencil/blending modes of OpenVG 1.1 so that they can be directly accelerated by any OpenGL ES 2.0-compatible 3D GPU, while maintaining high rendering quality. With this update, Open...