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原创 Missing Variable in HLSL because of Optimization
Im suck! Ive encountered a effect problem described like this: While I was debugging a effect by PIX, one of the matrix variable was missing in the ASM codes! float4x4 g_mWorld;float
2008-11-15 20:53:00
466
原创 matrix, mul, Normal multiplication in Shader
Damn it! Ive been stuck in the matrix-problem of Shader all the day!After searching and thinking, Ive figured out the answer, and here is my memo about matrix of D3D and Shader Row-major or
2008-11-15 20:52:00
1332
原创 Shadow Mapping
What is shadow mapping? Shadow mapping is a graphical technique for rendering 3D objects shadow in the real time. Comparing to the Shadow Volume technique, Shadow mapping is ususally faster-ru
2008-11-15 20:45:00
1031
原创 #pragma pack( n )和__declspec( align(#) ) 的偏移量计算方法
这么复杂的东西,不用中文压根说不清楚。用英文写,写了也等写火星文。 现在的一些处理器,需要你的数据的内存地址必须是对齐(align)的,即使不是必须,如果你对齐的话,运行的速度也会得到提升。虽然对齐会产生的额外内存空间,但相对于这个速度的提升来说,是值得的。所谓对齐,就是地址必须能整除一个整数,这个就是对齐参数(alignment value)。合法的取值范围是1、2、4、6、16、…
2008-11-15 20:42:00
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原创 Thinking About "OGL 3 & DX 11: The War Is Over
The original article "OpenGL 3 & DirectX 11: The War Is Over" is published here: http://www.tomshardware.com/reviews/opengl-directx,2019.html And the following is my extract from this article
2008-11-15 20:33:00
1207
原创 HDR( High Dynamic Range Rendering ) by HLSL
LDR Low Dynamic Range. All our CRT or LCD is LDR. In computer, each light factor( r, g, b, or a ) is stored in byte format, it’s range is from 0 to 256, which is a pretty low dynamic range. Human
2008-11-07 09:02:00
1540
operator mono font
2018-12-10
John.Wiley.and.Sons.Networking.and.Online.Games.Jun.2006.pdf
2015-11-05
Game AI Pro_Collected Wisdom of Game AI Professionals-CRC.pdf
2015-11-05
Tips_and_Tricks_with_DirectX_9.pdf
2009-03-10
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