Vertex shaders are not optional.
顶点着色器是必选的。
Then vertex shaders were invented, but they don't actually shade anything;
然后顶点着色器的发明,但实际上他们并没有任何阴影;
How many vertices are "ok" depends on the GPU and the complexity of vertex shaders.
到底多少个顶点是ok的,依赖于具体的GPU设备和顶点着色器的复杂度。
What slows things down is drawing objects multiple times, using complex vertex shaders and lots of polygons. This means.
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。
The set of commands for vertex shaders is quite small - it contains as little as 17 instructions that work with vector and scalar quantities.
顶点着色器的命令集很小:只包含了17条指令,用于处理矢量和标量。
Software vertex processing provides a guaranteed set of vertex processing capabilities, including an unbounded number of lights and full support for programmable vertex shaders.
软件顶点处理提供可保证的顶点处理能力集,包括无限制的光源数量和对可编程的顶点着色器的完全支持。
The programmable GPU permits developers to write vertex shaders and fragment shaders running on it, to replace the fixed function pipeline, and to employ custom rendering algorithms.
可编程图形处理器允许用户编写运行在其上的顶点着色程序与片断着色程序,取代内置的固定功能渲染流水线,实现定制的渲染算法。
It is used to draw a very simple triangle with the help of a vertex and fragment shaders.
它是用来画一个非常简单的三角形在一个顶点和碎片着色器的帮助下。
This includes the ability to define and use vertex and fragment shaders using the GLSL language.
这包括定义和使用顶点和碎片着色器使用GLSL语言的能力。
Forward rendering additive pass. This makes the shader support one full directional light, with all other lights computed per-vertex/SH. Makes shaders smaller as well.
禁用正向渲染添加通道。这会使这个着色器支持一个完整的方向光和所有逐顶点/SH计算的光照,使着色器变小。
If possible simplify your pixel shaders by moving code to vertex shader.
如果可能,为了简化你的像素着色器,把代码移动到顶点着色器中。
Everything that is related to rendering pipeline state: shaders, vertex layout, blending modes, render target formats, etc. can be created and validated before rendering even starts.
所有与渲染管线状态相关的操作有:着色器,顶点布局,混合模式,渲染目标格式等。这些操作可在渲染之前甚至在最初创建及验证。
If tessellation or geometry shaders are active, then a limited form of primitive assembly is executed before these Vertex Processing stages.
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。
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。
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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