| 1. | You can create your vertex shader in two ways ( that i know ) 创建顶点着色程序你可有两种方法。 |
| 2. | Set up the vertices and vertex shader 设置顶点和顶点着色器。 |
| 3. | Dual vertex shaders 双顶点着色引擎 |
| 4. | If you are debugging your vertex shader code , then , it is a must that you use software vertex processing 但当你调试顶点着色程序的时候,你可以使用软件仿真顶点处理进程。 |
| 5. | Vertex shader code usually sits on the card . hence , not too much time lost between shader switches 顶点着色代码通常搁置在显卡里。因此,不会有太多时间消耗在着色的转换上。 |
| 6. | Till now we have only talked about vertex shaders and lighting models . let ' s take a look at how they actually work 迄今我们还一直在谈论着顶点着色及光照模型的理论知识。现在让我们来看看它们实际是如何工作的。 |
| 7. | The differences involve lack of support for pixel and vertex shaders because mobile devices do not currently provide this capability 存在的差异在于缺少对像素和顶点着色器的支持,因为移动设备目前不具备此能力。 |
| 8. | Each stage s texture coordinate index must be set to its default value . the default index for each stage is equal to the stage index 当使用顶点着色器进行呈现时,必须将每个贴图层的纹理坐标索引设为各自的默认值。 |
| 9. | For assembling a vertex shader , you will need the vertex shader assembly source and its declaration . the declaration describes the ( flexible ) vertex format 为了使用顶点着色,你必须使用顶点着色汇编代码对其进行描述。声明(可塑)顶点格式。 |
| 10. | For more information about the architecture of the programmable sections of the microsoft ? direct3d ? , see programmable vertex shader architecture and programmable pixel shader architecture 请查看可编程顶点着色器体系结构和可编程像素着色器体系结构。 |