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.
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