当然,在顶点着色器中,我们可以使用一个通用的公式来计算和叠加光照,而不需要像上面提到的那样分别应付各种不同的情形。
Of course, in the vertex shader I just write a general equation so we don't have to deal with each special case individually like this.
被绘制的物体多次减慢了下来,使用复杂的顶点着色器和许多多边形,这意味着。
What slows things down is drawing objects multiple times, using complex vertex shaders and lots of polygons. This means.
从高配接口读取程序,参数映射启用,忽略顶点着色器特殊标志,就像使用声明。
Load the program with the expanded interface. Parameter shadowing is enabled (second parameter = TRUE). Ignore vertex shader specifc flags, such as declaration usage.
从高配接口读取程序,参数映射启用,忽略顶点着色器特殊标志,就像使用声明。
Load the program with the expanded interface. Parameter shadowing is enabled (second parameter = TRUE). Ignore vertex shader specifc flags, such as declaration usage.
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