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[译]Vulkan教程(03)开发环境 这是我翻译(https://vulkan-tutorial.com)上的Vulkan教程的第3篇. In this chapter we'll set up your environment for developing Vulkan applications and install some useful libraries. All of the tools we'll use, with the exception of the compiler,…
[译]Vulkan教程(02)概况 这是我翻译(https://vulkan-tutorial.com)上的Vulkan教程的第2篇. This chapter will start off with an introduction of Vulkan and the problems it addresses. After that we're going to look at the ingredients that are required for the first triangle.…
[译]Vulkan教程(01)入门 接下来我将翻译(https://vulkan-tutorial.com)上的Vulkan教程.这可能是我学习Vulkan的最好方式,但不是最理想的方式. 我会用“driver(驱动程序)”这样的方式翻译某些关键词语,在后续的文字中,则只使用英文.这可以减少歧义,且使译文易读. Introduction 入门 About E-book Tutorial structure About 关于 This tutorial will teach you the bas…
[译]Vulkan教程(10)交换链 Vulkan does not have the concept of a "default framebuffer", hence it requires an infrastructure that will own the buffers we will render to before we visualize them on the screen. This infrastructure is known as the swap chai…
[译]Vulkan教程(06)验证层 What are validation layers? 什么是验证层? The Vulkan API is designed around the idea of minimal driver overhead and one of the manifestations of that goal is that there is very limited error checking in the API by default. Even mistakes…
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Arduino可穿戴开发入门教程Arduino开发环境介绍 Arduino开发环境介绍 Arduino不像我们使用的PC端操作系统一样,可以直接在操作系统中安装软件为操作系统编程.Arduino的软件开发部分需要在PC端进行,硬件只负责执行编译好的程序.所以,本章就来详细地介绍一下Arduino IDE的安装和一些主要的操作. Arduino IDE Arduino IDE是在电脑端用来为Arduino进行程序开发的集成开发环境.Arduino开发程序通常需要使用到编辑器.编译器以及上传工具,A…
[译]Vulkan教程(33)多重采样 Multisampling 多重采样 Introduction 入门 Our program can now load multiple levels of detail for textures which fixes artifacts when rendering objects far away from the viewer. The image is now a lot smoother, however on closer inspectio…
[译]Vulkan教程(32)生成mipmap Generating Mipmaps 生成mipmap Introduction 入门 Our program can now load and render 3D models. In this chapter, we will add one more feature, mipmap generation. Mipmaps are widely used in games and rendering software, and Vulkan g…
[译]Vulkan教程(31)加载模型 Loading models 加载模型 Introduction 入门 Your program is now ready to render textured 3D meshes, but the current geometry in the vertices and indices arrays is not very interesting yet. In this chapter we're going to extend the program…