几何着色器的输入图元的类型是图元组装步骤的一个子集。
The input primitives for geometry shaders are the output primitives from a subset of the primitive Assembly process.
所以当你将三角形带作为一个单独的图元输送给几何着色器时,它会将其视作若干个三角形。
So if you send a triangle strip as a single primitive, what the geometry shader will see is a series of triangles.
如果启用了细分或几何着色器,那么一个限制级的图元组装过程就会在那些顶点处理阶段之前执行。
If tessellation or geometry shaders are active, then a limited form of primitive assembly is executed before these Vertex Processing stages.
如果使用自定义的着色器,它们必须是pixel - lit并使用几何渲染队列。
If you use custom written Shaders, they have to be pixel-lit and use Geometry render queue.
通常我写了因为现在可以使用纹理在所有着色器:顶点几何、多边形密度。
I wrote usually because right now you can use textures in all shaders: vertex, geometry, tesselation.
通常我写了因为现在可以使用纹理在所有着色器:顶点几何、多边形密度。
I wrote usually because right now you can use textures in all shaders: vertex, geometry, tesselation.
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