Shadder and Effect - 2.6 Summary

zhaozj2021-02-16  53

2.6 small knot

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n Use the vertex shader, we can replace the transformation and lighting phase of the fixed function line. By replacing this fixed process with our own program (vertex shader), we can achieve great freedom we can achieve in terms of graphics effects.

N vertex declaration is used to describe the vertex format. They are similar to the free vertex format, but more freedom and allow us to describe the vertex format that FVF cannot be described. Note that if the vertex can be described with an FVF, we can still use them; no matter what, they are converted to the vertex statement.

n For input, the use semantic specifies how the vertex component is mapped from the vertex declaration to the variables in the HLSL program. For output, useful semantics specifying the vertex component (for example: location, color, texture coordinates, etc.).

[Declaration]: Introduction to 3D Game Programming With DirectX 9.0 "in this article, it is limited to the translator level, and it is inevitable that there is a mistake in the text. Welcome all netizen criticism; this article is only used for learning exchange and reference usage, not to use In any form of commercial use; if you need to reprint the author's consent of the author and the translator, maintain the integrity of the article, indicate the author, translator and source, the author retains all rights to translation. For the consequences of violating the above terms, the translator is not responsible for this. My MSN is raymond_king123@hotmail.com, welcome 3D graphics and games, and friends with a certain graphic programming exchange.

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