一些基本的概念: Rendering 渲染 : is the process by which a computer creates an image from models 由模型生成图像 Our models, or objects—we’ll use the terms interchangeably—are constructed from geometric primitives—points, lines, and triangles— that are specified by their vertices 模型或物体由...
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。
关于GPU 的更多信息 VR 模糊等所有 VR 效果仅适用于 GPU。与其他效果不同,当前这些效果没有 CPU 回退选项。建议使用 VRAM 较高(4GB 或更高)的 GPU 来支持这些效果。与其他效果相比,VR 效果的优势在于无缝融入,且可将 VR 图像的末尾回绕在一起。另外,After Effects 的部分全新 VR 效果(例如,VR 色差)还可用...
is not a language for programming like java, python, javascript, etc. It is an API. Thus, what it does or used for is to move data in the central processing unit (CPU) to the Graphics Processing Unit (GPU) so that the renderer can render it. ...
When we say something is software functionality, it means that it is executed on the CPU instead of the GPU. When we say something is hardware functionality, it means that the feature is executed on dedicated hardware. For example, software rendering is done solely through the CPU and hardware...
Uniforms are another way to pass data from our application on the CPU to the shaders on the GPU. Uniforms are however slightly different compared to vertex attributes. First of all, uniforms are global. Global, meaning that a uniform variable is unique per shader program object, and can be...
将pixelBuffer以texture的格式传入GPU中 设置Fragment shader读取(sample)texture中的颜色并绘制出来 5.1 创建Texture 下面的代码都非常straight foward我就不过多赘述,值得一提的是单元(slot)这件事情,Sampler在FragmentShader中针对纹理的采样,如何知道Sampler需要哪个Texture呢,那就需要glActiveTexture先active一个单元,然后...
Whereas in previous chapters we didn't care which way we constructed our vertices, with polygon culling, a method that reduces the amount of polygons to render, it becomes critical. For instance, if we didn't specify polygon culling in this chapter, rendering also occurs on the insides of ...
Conditional Rendering: 条件渲染 仅在满足特定 Query 条件时才渲染 gl<Begin/End>ConditioinalRender I. Basic Draw APIs: voidglDrawArrays(GLenummode,GLintfirst,GLsizeicount);voidglDrawElements(GLenummode,GLsizeicount,GLenumtype,constvoid*indices);voidglDrawRangeElements(GLenummode,GLuintstart,GLuintend,GLsizei...
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...