1·We will model without image planes, while creating textures and efficient shader networks.
我们将模型没有像平面,同时创造纹理和高效的着色器网络。
2·This pass also adds any lightmaps, ambient and emissive lighting from the shader.
此通道还负责渲染着色器中的光照贴图,环境光和自发光。
3·Vertices are read from the vertex data stream and are sequentially processed by the shader function.
从顶点数据流中读出顶点后,就由着色器函数来对其进行处理。
4·If Z buffer can't be accessed as a texture, then depth is rendered in additional rendering pass, using shader replacement.
如果Z缓冲不能被以纹理的方式访问,那么深度将在额外的渲染处理中被使用着色器替代技术渲染。
5·Fixed: Afro hair showed hard edges on cutout, adjusted cutout shader.
固定:黑人头发显示器的硬边,调整抠图着色器。
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。
1·Gets the maximum number of instruction slots supported by the specified pixel shader version.
取得值,这个值指出是否支援指定的像素著色器版本。