摘要:
from cywater:传统Z-Test其实是发生在PS之后的,因此仅仅依靠Z-Test并不能加快多少渲染速度。而EZC则发生在光栅化之后,调用PS之前。EZC会提前对深度进行比较,如果测试通过(Z-Func),则执行PS,否则跳过此片段/像素(fragment/pixel)。不过要注意的是,在PS中不能修改深度值,否则EZC会被禁用。这样,在整个流水线阶段,深度比较发生了2次,一次是EZC,一次是传统Z-Test(注: 区别可能在于EZC无法写入深度)。除了利用EZC帮助传统Z-Test加速之外(硬件自动调用,我称其为隐式用法),目前还有2个显示引申用法:一个类似于Deferred Sha 阅读全文
posted @ 2012-02-06 11:41
ActionFG
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Depth Buffer 1、Learning to Love your Z-bufferIntroductionOne of the more common OpenGL programming problems that I see concerns the poor precision of the Z buffer.Many of the early 3D adaptors for the PC have a 16 bit Z buffer, some others have 24 bits - and the very best have 32 bits. If you are lu 阅读全文
posted @ 2012-02-06 11:39
ActionFG
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1、It is expected that graphics hardware will have a small number of fixed vector locations for passing vertex inputs. Therefore, the OpenGL Shading language defines each non-matrix input variable as taking up one such vector location. There is an implementation dependent limit on the number of locat 阅读全文
posted @ 2012-02-06 11:38
ActionFG
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