渲染程序的每一个实例都取得一部分场景并构建出一个完成的帧。
Each instance of the renderer program fetches a partial scene and builds a finished frame.
为了提高图形渲染程序的性能,根据统一脚本核心硬件的特征,提出一种在材质空间进行二次排序的场景组织算法。
In order to improve the performance of graphics rendering process, we proposed the algorithm based on unified shader core, which sorted objects in their material space.
其中非常重要的一点就是普通的2d程序渲染不再缺乏硬件加速。
One of the most important things to rectify was the lack of hardware acceleration for regular 2d application rendering.
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