effect state dx11】的更多相关文章

一个blendstate { BlendEnable[0]=TRUE; SrcBlend[0]=ONE; DestBlend[]=ONE; BlendOp[0]=ADD; } [0]-----一次混合 是指一个关系 而不是一个tex http://msdn.microsoft.com/en-us/library/windows/desktop/ff476086(v=vs.85).aspx inv_src_alpha-----1-a 而不是 -a http://www.gamedev.net/to…
Blend state State Default ValueAlphaToCoverage Enable FALSEIndependentBlend Enable FALSERenderTarget[0].BlendEnable FALSERenderTarget[0].SrcBlend D3D11_BLEND_ONERenderTarget[0].DestBlend D3D11_BLEND_ZERORenderTarget[0].BlendOp D3D11_BLEND_OP_ADDRende…
using System; using System.Collections.Generic; using System.Text; using System.Windows.Forms; using System.Drawing; using ImageOleLib; using DynamicGifLib; using System.ComponentModel; using System.Runtime.InteropServices; using System.Diagnostics;…
A framework is provided for automatic inference of memory fences in concurrent programs. A method is provided for generating a set of ordering constraints that prevent executions of a program violating a specification. One or more incoming avoidable…
转自:https://blog.csdn.net/Blues1021/article/details/47093487 基本前提概念 Shader是一种映射到GPU硬件汇编语言上的高级语言,Shader中的数据类型是要声明类型和用途的,用途其实就是和着色器寄存器关联,输入位置寄存器,输出位置寄存器,输出颜色寄存器等.Shader HLSL中的颜色是rgba的类型,不要弄错了.Shader中的每一个类型,函数,字符串都是有含义的. 顶点和像素着色器中,常量表用SetDefault传入Device将…
For example, what you want to do is navgiate from current item to next or previous item. In your component, you can dispatch action like this: next($event) { $event.preventDefault(); this.store.dispatch(new skillAction.Next(this.key)); } So here is t…
He arrived in Arnhem Land on Sunday, honouring an election promise to spend a week every year in an indigenous area. Mr Abbott says he wants to hear from local people about community needs. His visit comes a day after he committed Australian troops t…
这是<Pinciples of Reactive Programming>week6的最后一课. 为什么需要把actor的状态持久化? 如果actor没有状态,那么在任何实时,这个actor的行为都是一致的.但是对于有状态的actor,其行为跟当前状态相关.所以当系统由于意外down掉以后,需要恢复系统的状态,意味着需要恢复actor的状态. Actors representing a stateful resource shall not lose important state due t…
State Machine,即为状态机,是Qt中一项非常好的框架.State Machine包括State以及State间的Transition,构成状态和状态转移.通过状态机,我们可以很方便地实现很多东西.Qt的Animation框架也是基于状态机的. 在Qt自带的帮助文档中搜索State Machine,会有一篇官方的说明文档.笔者的Qt5.2自带的文档如下: The State Machine Framework The State Machine framework provides c…
前篇:unity3d 制造自己的水体water effect(一) 曲面细分:Unity3d 使用DX11的曲面细分 PBR: 讲求基本算法 Unity3d 基于物理渲染Physically-Based Rendering之specular BRDF plus篇 Unity3d 基于物理渲染Physically-Based Rendering之实现最终篇 Unity3d 基于物理渲染Physically-Based Rendering之最终篇   之前一直在用unity4.6写shader,终于…