But, all pixels are shaded within a 2x. The pixelshaders are running simultaneously for this 4 pixels, so there can be computed dervatives for mipmapping etc. If you're calling tex. Sample it's called for all pixels in the respective block, so the gradient can be determined. This is the reason why gradient functions cannot be used in branching ifs or loops, because the program would differ within the fragment- quad. There is a good description how mipmapping for example works: http: //www. Texturing/Tut. 15%2. How%2. 0Mipmapping%2. Works. html@ Your edit, which should be answered by my link, but anyway: I'm not sure how it's implemented, but in the best case your shader would be runned 1. The pixels are grouped to 2x. There are cases at edges where pixels will be computed and discarded, but maybe only with skewed edges. Splitting video into a grid randomly generated. Re: How can I make my image to blink? Guru3D.com » Review » GeForce GTX 280 review » Page 2 GeForce GTX. 1.2 What has improved in Shader Model 5.0. Both the vertex and the Pixel Shader could only apply their program to data. RSS 2.0; Advertisement; F.A.Q; T.O.S; Jual Pulsa. Gtr2 patch 1.1 1 the deaths gtr2 patch 1.1 1 german 1.1 1 in Gtr2 eggplant 1.1 1.
OpenGL vs DirectX: The War Is Far From Over. Then if you only use features that are supported also on Shader Model 2.0 hardware. 3D-Analyze User Guide : Tweet: Category. Main features of this generation are: hardware units for pixel and vertex shader up to version 2.0.
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