摘要:
In the pixel shader, we first define base interfaces for different light and material types://-------------------------------------------------------------------------------------- // Interfaces //-------------------------------------------------------------------------------------- interface ... 阅读全文
posted @ 2012-10-15 15:19
凌霄神采奕奕
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摘要:
1.构造一个平截台体(Frustum)最近距离=-projMatirx.43/projMatrix.33projMatrix。33 =深度/(深度-最近距离)projMatrix。44=-最近距离*(深度/(深度-最近距离))FrustumMatrix = projectionMatrix*viewMatirx;FM=FrustumMatrix;//最近面m_planes[0].a = FrustumMatirx._14 + FrustumMatirx._13; m_planes[0].b = FrustumMatirx._24 + FrustumMatirx._23; m_planes[0] 阅读全文
posted @ 2012-10-15 11:23
凌霄神采奕奕
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