在做一些阅读,对于渲染我最好的办法是使用深度缓冲区。
After doing some reading, my best bet for deferred rendering is to use a depth buffer.
此成员使应用程序能够避免系统用新的深度值更新深度缓冲区。
This member enables an application to prevent the system from updating the depth buffer with new depth values.
精度通常是24位或16位,这主要取决于所使用的深度缓冲区。
Precision is usually 24 or 16 bits, depending on depth buffer used.
所以利用正交投影和放置你的对象层在不同深度可以生成数据有用的递延照明深度缓冲区。
So by using a orthoprojection and placing your objects on layers at various depth you can generate a depth buffer with data usefull for deferred lighting.
表4包含的测评结果是将一个长度为10,690,488、深度为65的rope写入一个由内存缓冲区支持的流的结果。
Table 4 contains the benchmark results of writing a rope with length 10,690,488 and depth 65 to a stream backed by an in-memory buffer.
深度纹理对应于Z缓冲区所渲染的内容,它并不使用片段程序所输出的结果。
Depth texture corresponds to Z buffer contents that are rendered, it does not use the result from the fragment program.
当你使用多个相机时,每一个都将自己的颜色和深度信息存储在缓冲区中,还将积累大量的每个相机的渲染数据。
When you are using multiple Cameras, each one stores its own color and depth information in buffers, accumulating more data as each Camera renders.
进行深度比较,同时假定深度缓冲正在进行,但不会将深度值写入缓冲区。
Assuming that depth buffering is taking place, but depth values are not written to the buffer.
是模具缓冲区的位深度。
是模具缓冲区的位深度。
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