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Re: is it possible to access vertex information from within a pixel shader?     

Group: microsoft.public.win32.programmer.directx.graphics · Group Profile · Search for Relutantly in microsoft.public.win32.programmer.directx.graphics
Author: Jan Bruns
Date: Feb 16, 2007 17:29

...),(0,1),(1,0) should do: solve interpolated.xy = P1 + u*(P2-P1) + v*(P3-P2) P1 = (0,0) P2 = (0,1) P3 = (1,0) for (u,v). or with the benefit reluting in a 2:1 instead of 3:1 packing. Nonesense. Sorry. I was mixing up thoughts about per object data with thoughts about per vertex data: This is relevant for some raytracing techniques, rendering non polygon-based geometry (...
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Re: is it possible to access vertex information from within a pixel shader?     

Group: microsoft.public.win32.programmer.directx.graphics · Group Profile · Search for Relutantly in microsoft.public.win32.programmer.directx.graphics
Author: Jan Bruns
Date: Feb 16, 2007 13:20

... can be passed. Two of which may be used to encode the triangle-uv-interpolator, so that either the vetex-shader doesn't need to be fed with the neighboring information, or with the benefit reluting in a 2:1 instead of 3:1 packing. This is relevant for some raytracing techniques, rendering non polygon-based geometry (the polygon-based part can then be used to draw a bounding box of the ...
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