DX10 Tutorial中几句话还真是精辟啊……怎么看怎么像Edit Mesh Modifier啊

The benefit of the geometry shader that it allows manipulation of meshes on a per-primitive basis. Instead of running a computation on each vertex individually, there is the option to operate on a per-primitive basis. That is, vertices can be passed in as a single vertex, a line segment (two vertices), or as a triangle (three vertices).

In addition to allowing access to whole primitives, the geometry shader can create new primitives on the fly.

The geometry shader in Direct3D 10 can read in a single primitive (with optional edge-adjacent primitives) and emit zero, one, or multiple primitives based on that.

For instance, it is possible to read in individual vertices, and generate multiple triangles based on those. This allows a wide range of new ideas to be executed on the graphics pipeline without CPU intervention.

The geometry shader exists between the vertex and the pixel shaders in the graphics pipeline.

posted @ 2007-06-08 15:14 eygneph 阅读(44) | 评论 (0)编辑
有关cross-platform gaming,有这么一段话:

A game that’s an RTS on the PC could be an FPS on the 360, where “I’m the RTS commander, and I’m moving units around and you’re the foot soldier going out and fighting the battles. And how you do effects how I do, and vice versa.”

“Certainly we’ve open up that possibility in that world.” Does this mean Microsoft is working on such a title? Wickham laughs, saying he won’t confirm it. Adding seriously, “I do know that there are developers thinking about the interesting concepts cross-platform play opens.”

这一刻,泪流满面。

posted @ 2007-06-08 10:21 eygneph 阅读(16) | 评论 (0)编辑