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1 VK_LBUTTON = 1; 2 VK_RBUTTON = 2; 3 VK_CANCEL = 3; 4 VK_MBUTTON = 4; { NOT contiguous with L & RBUTTON } 5 VK_BACK = 8; 6 VK_TAB = 9; ...
分类:其他好文   时间:2014-08-05 13:56:59    阅读次数:328
A trip through the Graphics Pipeline 2011_13 Compute Shaders, UAV, atomic, structured buffer
Welcome back to what’s going to be the last “official” part of this series – I’ll do more GPU-related posts in the future, but this series is long eno...
分类:其他好文   时间:2014-08-05 02:56:18    阅读次数:427
A trip through the Graphics Pipeline 2011_12 Tessellation
Welcome back! This time, we’ll look into what is perhaps the “poster boy” feature introduced with the D3D11 / Shader 5.x hardware generation: Tessella...
分类:其他好文   时间:2014-08-05 02:55:48    阅读次数:272
A trip through the Graphics Pipeline 2011_09_Pixel processing – “join phase”
Welcome back! This post deals with the second half of pixel processing, the “join phase”. The previous phase was all about taking a small number of i....
分类:其他好文   时间:2014-08-05 00:37:58    阅读次数:305
A trip through the Graphics Pipeline 2011_02
Welcome back. Last part was about vertex shaders, with some coverage of GPU shader units in general. Mostly, they’re just vector processors, but the.....
分类:其他好文   时间:2014-08-05 00:35:28    阅读次数:288
A trip through the Graphics Pipeline 2011_05
After the last post about texture samplers, we’re now back in the 3D frontend. We’re done with vertex shading, so now we can start actually renderi...
分类:其他好文   时间:2014-08-05 00:35:18    阅读次数:306
A trip through the Graphics Pipeline 2011_11 Stream Out
Welcome back! This time, the focus is going to be on Stream-Out (SO). This is a facility for storing the Output of the Geometry Shader stage to memory...
分类:其他好文   时间:2014-08-05 00:34:38    阅读次数:299
A trip through the Graphics Pipeline 2011_04
Welcome back. Last part was about vertex shaders, with some coverage of GPU shader units in general. Mostly, they’re just vector processors, but the.....
分类:其他好文   时间:2014-08-05 00:33:00    阅读次数:343
A trip through the Graphics Pipeline 2011_10_Geometry Shaders
Welcome back. Last time, we dove into bottom end of the pixel pipeline. This time, we’ll switch back to the middle of the pipeline to look at what i.....
分类:其他好文   时间:2014-08-05 00:25:48    阅读次数:321
A trip through the Graphics Pipeline 2011_06_(Triangle) rasterization and setup
Welcome back. This time we’re actually gonna see triangles being rasterized – finally! But before we can rasterize triangles, we need to do triangl...
分类:其他好文   时间:2014-08-05 00:25:38    阅读次数:476
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