纹理缓存技术则是把前面帧的绘制结果存成容易绘制的图像表示,用在后续帧中替代费时的坐标转换和光照计算。
Image caching technique stores the result of time-consuming rendering in previous frames, then simply wrap this cached result in subsequent frames.
为了让它们正常工作,显卡必须支持深度缓存(INTZ格式)或浮点型的渲染纹理。
Graphics card must support either native depth buffer (INTZ format) or floating point render textures in order for them to work.
唯一的区别是与深度缓存中深度值比较的不是来自矩形的深度,而是来自矩形的深度加上粒子纹理中储存的深度。
The only difference is that the depth compared with the depth buffer is not the depth from the quad, but the depth from the quad augmented by the depth stored in the particle texture.
另外一个办法是在多遍渲染中使用模板缓存的算法来控制场景中那些部分将被投影纹理更新。
Another way is to use the stencil buffer in a multipass algorithm to control what parts of the scene are updated by a projected texture.
或者,如果这仅仅是关于材质,您只需添加每个纹理数组和队列缓存。
Or, if this is only concerning textures, you could simply add each texture to an array and queue them for caching.
在硬件纹理加速体重建算法的基础上,提出了两种模拟三维数据切割的方法:利用深度缓存实现和利用离散距离场实现。
Based on hardware-accelerated texture-based volume rendering algorithm, this paper proposed two methods for volume cutting, which are based on either depth buffer or discrete distance field.
下面这幅图显示了帧缓存对象、纹理对象和渲染缓存对象之间的联系。
The following diagram shows the connectivity among the framebuffer object, texture object and renderbuffer object.
然后将这些矢量纹理作为IBFV算法中的背景图像,代替原来的噪声纹理与帧缓存中的纹理进行图像混合生成新图。
Then the vector textures are performed image blending with texture of frame-buffer to generate rendering images, which are treated as the background images of IBFV algorithm instead of noise textures.
然后将这些矢量纹理作为IBFV算法中的背景图像,代替原来的噪声纹理与帧缓存中的纹理进行图像混合生成新图。
Then the vector textures are performed image blending with texture of frame-buffer to generate rendering images, which are treated as the background images of IBFV algorithm instead of noise textures.
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