Eclipse用起来虽然方便,但是编译打包android项目还是比较慢,尤其将应用打包发布到各个渠道时,用Eclipse手动打包各种渠道包就有点不切实际了,这时候我们用到Ant帮我们自动编译打包了。1 Ant自动编译打包android项目 1.1 Ant安装 ant的安装比较简单,下载ant压...
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移动开发 时间:
2014-08-05 10:42:29
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396
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...
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其他好文 时间:
2014-08-05 02:56:18
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427
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...
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2014-08-05 02:55:48
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272
It’s been awhile since I posted something here, and I figured I might use this spot to explain some general points about graphics hardware and softwa....
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2014-08-05 00:38:08
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279
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....
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2014-08-05 00:37:58
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At this point, we’ve sent draw calls down from our app all the way through various driver layers and the command processor; now,finallywe’re actual...
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2014-08-05 00:37:18
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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.....
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2014-08-05 00:35:28
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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...
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其他好文 时间:
2014-08-05 00:35:18
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In this installment, I’ll be talking about the (early) Z pipeline and how it interacts with rasterization. Like the last part, the text won’t procee.....
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其他好文 时间:
2014-08-05 00:34:50
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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...
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其他好文 时间:
2014-08-05 00:34:38
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