The vertex shader and pixel shader each have user-defined input and output.
顶点着色器和像素着色器都有用户定义的输入和输出.
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你可以通过GetDeviceCaps函数来询问可用顶点着色常量寄存器的数量.
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The data is streamed out to the pipeline for processing by the shader stages.
输入数据在流水线中用Shader阶段操作.
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Shader types: surface, light source, displacement, transformation, volume, image.
着色器种类: 表面, 光源, 置换, 转换, 体, 图像.
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Recently, LOD techniques included also shader management to control of pixel complexity.
最近, LOD技术也被阴影管理系统中的复杂像素控制.
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One of the most empowering new components of DirectX 9.0 is the High-Level Shader Language ( HLSL ).
高层着色语言 ( H igh -LevelShader Language, HLSL ) 是DirectX9.0最强有力的新组件之一.
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此外, 此计算着色将在硬件上并非专为DX11一流的硬件.
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Use the contour _ shader _ silhouette shader to put contours at the silhouette of objects.
使用边缘轮廓材质(contour_shader_ silhouetteshader)在物体的轮廓上赋予边缘线.
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Vertices are read from the vertex data stream and are sequentially processed by the shader function.
从顶点数据流中读出顶点后,就由着色器函数来对其进行处理.
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In luminous panel material I added a shader with the following settings.
发光板材质上我加了一个着色器,设置如下.
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Maya now provides shader files that developers can incorporate into their own CgFX shader.
Maya现在提供了材质文件这样开发者可以把材质文件合并到他们自己的CgFX材质中.
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HLSL将程序员从复杂的Shader指令集中解放出来,着力于更重要的算法而不用再去理会一些硬件细节,从而创建出更多的极具震撼力的渲染效果。
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