现在我们需要一个顶点缓冲。
Data can be supplied either by the vertex buffer or by the primitive tessellation engine.
顶点数据既可以由数据缓冲区提供,也可以由图元镶嵌引擎提供。
Dynamic Indicates that the vertex buffer requires dynamic memory use, which is useful for drivers because it enables them to determine where to place the buffer.
表示顶点缓冲区要求动态使用内存,这样对驱动程序有好处,因为这样可以使驱动程序确定缓冲区的放置位置。
The driver might allocate a larger buffer after this point, or you might need to reduce your vertex count.
在这点之后,驱动可能会分配一个更大的缓存,或者你可能需要降低你的顶点数量。
How to write pass-through vertex and fragment shaders for a frame buffer with attached texture?
如何写通过一个附加的纹理帧的顶点和片段着色器?
How to write pass-through vertex and fragment shaders for a frame buffer with attached texture?
如何写通过一个附加的纹理帧的顶点和片段着色器?
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