render target造句
例句与造句
- Additional render targets can be used to store information such as the specularity of the surface and ambient occlusion data.
- He is accused of using " Everclear, " a potent form of alcohol, to render targets defenseless, then threatening them with shame and guilt to keep them quiet.
- Typically one render target holds color and surface information of objects, while another contains the surface normals and depth information of the scene which are used to calculate the reflection of light.
- DirectX 10 introduced features allowing shaders to access individual samples in multisampled render targets ( and depth buffers in version 10.1 ), giving users of this API access to hardware anti-aliasing in deferred shading.
- Although not stipulated by Shader Model 3.0, both ATI and Nvidia's Shader Model 3.0 GPUs introduced support for blendable FP16 render targets, more easily facilitating the support for High Dynamic Range Rendering.
- It's difficult to find render target in a sentence. 用render target造句挺难的
- To do this in real-time, MRT is used to store the required information for the lighting calculations in multiple render targets, which are then used after the entire scene has been drawn to calculate the lit final image.
- They include multi-pass render with low level setting for Z-buffer, BlendOp, AlphaOp, Stencil, Multi-texture, Shader with HLSL and GLSL support, realtime Render To Texture, Multi Render Target ( MRT ) and PostProcessing.
- They include multi-pass render with low level setting for Z-buffer, BlendOp, AlphaOp, Stencil, Multi-texture, Shader with HLSL and GLSL support, real-time Render To Texture, Multi Render Target ( MRT ) and post-processing.
- Using multiple render targets, all of this data can be rendered to the g-buffer with a single pass, and a shader can calculate the final color of each pixel based on the data from the g-buffer in a final " deferred pass ".
- However, broad support for the " frame buffer objects " extension, which provided an OpenGL equivalent of the Direct3D method, successfully addressed this shortcoming, and the " render target " feature of OpenGL brought it up to par with Direct3D in this aspect.
- The new API features shader tracing and HLSL compiler enhancements, support for minimum precision HLSL scalar data types, UAVs ( Unordered Access Views ) at every pipeline stage, target-independent rasterization ( TIR ), option to map SRVs of dynamic buffers with NO _ OVERWRITE, shader processing of video resources, option to use logical operations in a render target, option to bind a subrange of a constant buffer to a shader and retrieve it, option to create larger constant buffers than a shader can access, option to discard resources and resource views, option to change subresources with new copy options, option to force the sample count to create a rasterizer state, option to clear all or part of a resource view, option to use Direct3D in Session 0 processes, option to specify user clip planes in HLSL on feature level 9 and higher, support for shadow buffer on feature level 9, support for video playback, extended support for shared Texture2D resources, and on-the-fly swapping between Direct3D 10 and 11 contexts and feature levels.