随笔分类 -  OpenGL

摘要:http://blog.163.com/bzm_square/blog/static/9355546320129582254842/PS: 一种有关于矩阵的思维方法.....WiKi向量空间,不定点定理,仿射变换等数学术语请参考Ron Goldman 计算机图形学与几何造型导论Fromhttp://... 阅读全文
posted @ 2014-08-05 00:09 Gui Kai 阅读(288) 评论(0) 推荐(0)
摘要:http://blog.163.com/bzm_square/blog/static/935554632012949285662/If you’re working with images in your program, you’re most likely using a regular 2D ... 阅读全文
posted @ 2014-08-04 23:56 Gui Kai 阅读(298) 评论(0) 推荐(0)
摘要:Welcome back to what’s going to be the last “official” part of this series – I’ll do more GPU-related posts in the future, but this series is long eno... 阅读全文
posted @ 2014-08-04 23:54 Gui Kai 阅读(376) 评论(0) 推荐(0)
摘要:Welcome back! This time, we’ll look into what is perhaps the “poster boy” feature introduced with the D3D11 / Shader 5.x hardware generation: Tessella... 阅读全文
posted @ 2014-08-04 23:51 Gui Kai 阅读(280) 评论(0) 推荐(0)
摘要:Welcome back! This time, the focus is going to be on Stream-Out (SO). This is a facility for storing the Output of the Geometry Shader stage to memory... 阅读全文
posted @ 2014-08-04 23:50 Gui Kai 阅读(327) 评论(0) 推荐(0)
摘要:Welcome back. Last time, we dove into bottom end of the pixel pipeline. This time, we’ll switch back to the middle of the pipeline to look at what i... 阅读全文
posted @ 2014-08-04 23:49 Gui Kai 阅读(262) 评论(0) 推荐(0)
摘要:Welcome back! This post deals with the second half of pixel processing, the “join phase”. The previous phase was all about taking a small number of i... 阅读全文
posted @ 2014-08-04 23:48 Gui Kai 阅读(299) 评论(0) 推荐(0)
摘要:In this part, I’ll be dealing with the first half of pixel processing: dispatch and actual pixel shading. In fact, this is really what most graphics... 阅读全文
posted @ 2014-08-04 23:47 Gui Kai 阅读(249) 评论(0) 推荐(0)
摘要:In this installment, I’ll be talking about the (early) Z pipeline and how it interacts with rasterization. Like the last part, the text won’t procee... 阅读全文
posted @ 2014-08-04 23:46 Gui Kai 阅读(287) 评论(0) 推荐(0)
摘要:Welcome back. This time we’re actually gonna see triangles being rasterized – finally! But before we can rasterize triangles, we need to do triangl... 阅读全文
posted @ 2014-08-04 23:45 Gui Kai 阅读(515) 评论(0) 推荐(0)
摘要:After the last post about texture samplers, we’re now back in the 3D frontend. We’re done with vertex shading, so now we can start actually renderi... 阅读全文
posted @ 2014-08-04 23:44 Gui Kai 阅读(294) 评论(0) 推荐(0)
摘要:Welcome back. Last part was about vertex shaders, with some coverage of GPU shader units in general. Mostly, they’re just vector processors, but the... 阅读全文
posted @ 2014-08-04 23:43 Gui Kai 阅读(273) 评论(0) 推荐(0)
摘要:At this point, we’ve sent draw calls down from our app all the way through various driver layers and the command processor; now,finallywe’re actual... 阅读全文
posted @ 2014-08-04 23:42 Gui Kai 阅读(247) 评论(0) 推荐(0)
摘要:Welcome back. Last part was about vertex shaders, with some coverage of GPU shader units in general. Mostly, they’re just vector processors, but the... 阅读全文
posted @ 2014-08-04 23:41 Gui Kai 阅读(323) 评论(0) 推荐(0)
摘要:It’s been awhile since I posted something here, and I figured I might use this spot to explain some general points about graphics hardware and softwa... 阅读全文
posted @ 2014-08-04 23:40 Gui Kai 阅读(698) 评论(0) 推荐(0)
摘要:http://www.opengl.org/registry/specs/NV/shader_buffer_load.txtOverview At a very coarse level, GL has evolved in a way that allows applications... 阅读全文
posted @ 2014-07-15 00:05 Gui Kai 阅读(422) 评论(0) 推荐(0)
摘要:在windows上编译Mesa3d opengl32库cheungminehttp://blog.csdn.net/ubuntu64fan/article/details/8061475Mesa3d是一套跨平台的opengl/es库, 它不提供编译好的二进制包,所以必须自己动手编译. Linux默认... 阅读全文
posted @ 2014-07-13 22:07 Gui Kai 阅读(2511) 评论(1) 推荐(0)