球就有点凌乱了. 所以使用了HUD, 只要选中HUD就会选中灯光, 只有灯光被选中的时候才显示volume. 另外,编辑器里面的很多"不可见"的逻辑对象都有这种需求, 虽然现在还没有. 另外, 可以直接拿deferred shading中的geometry复用, 来显示bounding volume helper, 对于方向光, 需要额外加一个箭头作为helper. ...
However, imagine we have a large group of lights. We’ll still have to go through the whole list of lights for each screen pixel. With a more physically based lighting model, in which each light has a influential radius (resulted from the physical fact that has an ideal point light sourc...
D3D12 - Resource Binding - Clear Graphics Root Arguments D3D12 - Resource Binding - Compute deferred descriptor editing test. D3D12 - Resource Binding - Compute Root Constant Buffer Views D3D12 - Resource Binding - Compute Root Constants D3D12 - Resource Binding - Compute Root Shader Resource...
Line up your Sub-samples Turn off multisampling Still render to an MSAA buffer Pixel shader output bloats to all sub-samples BOOL D3D10_RASTERIZER_DESC::MultisampleEnable Now writing 8 samples per pixel All have the same value!! Bloating Your Pixel Applause? Meets the definition “List of fra...
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