使用场景:稳定的视图(layer)被反复使用或进行动画: 本质:牺牲内存解放cpu: 反例:牺牲内存牺牲cpu. 单次使用或者视图有变动,shouldRasterize不会有任何用途,反而会牺牲内存. shouldRasterize会触发离屏渲染,所以会降低一次性渲染的效率. Bottom line if you have a complex view (i.e. relatively expensive to re-render) that you are animating, but for
原文:DirectX11 With Windows SDK--07 添加光照与常用几何模型.光栅化状态 前言 对于3D游戏来说,合理的光照可以让游戏显得更加真实.接下来会介绍光照的各种分量,以及常见的光照模型.除此之外,该项目还用到了多个常量缓冲区,因此还会提及HLSL的常量缓冲区打包规则以及如何设置多个常量缓冲区. DirectX11 With Windows SDK完整目录 Github项目源码 除此之外你还需要了解下面内容: 章节内容 深入理解HLSL常量缓冲区打包规则 欢迎加入QQ群:
So, shouldRasterize will not affect the green/red you see using Instruments. In order to have everything green, you'll need to not use transparency and have all your child objects be opaque. Sometimes its unavoidable to still have red areas depending