• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            實時陰影繪制技術研究

            C++博客 首頁 新隨筆 聯系 聚合 管理
              48 Posts :: 20 Stories :: 57 Comments :: 0 Trackbacks
            流水帳,隨手記下:
            • 直到現在我才明白,CGCGCGFXCGFXCG是一種語言,CGFX是一套編程模型,而我們要做的是封裝cgFX,有了CGFX就有更強的一種表達,可以對不同的Profile指定配置,可以設定openGL state。
            • 對于D3D的繪制方式而言,是根據名字得到Technique的句柄,然后每次繪制Mesh前設定生效的Technique,在遍歷該Technique下的所有Pass,逐一進行繪制;
            • 那么對于OpenGL來說,我們只知道在CreateProgram的時候指定一個入口函數,那對于具有多個Technique的情況我們還不知道怎么進行切換,是用兩個Program表示呢,還是調用什么參數可以切換?
            • 但是不管怎么表示,從概念上是應該允許像D3D那樣指定的,即在某一個Mesh繪制前指定用某一個Effect的某一個Technique,甚至Pass。
            • 后來查到在cg1.2發布的cg_tookit里邊提供了CgFx的很好的支持,能夠想D3D Effect格式那樣ICgFxEffect->setTechnique(),有pass->begin(),pass->end()這種方法,但是不知道為什么到cg1.4把這些東西去掉了。在cgReleaseNote里邊寫到:
              • Complete rewrite of CgFX, including an API integrated with the Cg runtime API, support for extensible, cross-platform graphics state management, and support for unsized arrays and interfaces.
            ??? 就是說重寫了,跟以前不一樣兒了,后邊給了對于使用CgFx庫的說明:
            • Applications and effects that used previous versions of CgFX will require modification.Applications that use CgFX will have to be modified to use the new CgFX API. If the supplied OpenGL state manager for CgFX is used, the effect files themselves must be modified. The effects must be changed to use OpenGL state assignments, rather than the D3D state assignments supported in prior versions of CgFX. A subsequent release of Cg will provide D3D and cross-platform state managers for CgFX.
            • CgFX has been redesigned and re-implemented. As noted above, existing applications that use CgFX must be modified if the new API is to be used. In addition, if you wish to use the supplied “native” OpenGL state manager, which assumes that OpenGL-style state names and vales are used in effects, existing effects must be modified to use OpenGL-style states. See the “Introduction to CgFX” chapter in the Cg Users Manual for more details. If you have questions or problems related to porting existing CgFX applications, please contact NVIDIA developer relations.
            太惡心了,就是說原來如果你用了很好實現的CgFx,現在對不起,不能用了。所以我看到的早期的使用cg1.2的nebula2都封裝了CGFX,但是到了1.4不知道為什么,發布的CG_tookit里邊卻去掉了這個CGFX的運行庫。nebula2新的版本也去掉了CGFX,只剩下D3DShader的支持。
            上邊這段話最后說如果有問題,聯系Nvidia developer relations。我想一想也沒有辦法了,去問wj大牛都不知道怎么回事兒,那只好去問一下了,結果到了nvidia developer網站上也差不到可以直接問誰,還填了一張表注冊了一個用戶,現在還沒有被批下來。最后實在等不及了,去論壇上問吧。下面幾個地址,沒準兒有熟知cg的人可以答復一下.

            http://www.gamedev.net/community/forums/topic.asp?topic_id=389475

            ?

            http://www.smth.org/bbscon.php?bid=50&id=43518

            ?

            http://www.smth.org/bbscon.php?bid=197&id=50169

            ?

            http://forums.nvidia.com/index.php?showtopic=13875


            再看看Nvidia到底怎么說的:
            • Cg1.1里邊關于cgFX說:

            CgFX beta support for DirectX 8, DirectX 9, and OpenGL

            • Cg1.2里邊關于cgFX說:

            Cg Effects Explained document?

            CgFX beta support for DirectX 8, DirectX 9, and OpenGL

            • Cg1.4.1里邊關于cgFX說:

            Complete rewrite of CgFX, including an API integrated with the Cg runtime API, support for extensible, cross-platform graphics state management, and support for unsized arrays and interfaces.

            • Cg1.5beta里邊關于cgFX說:

            Cg 1.3 and 1.4 style Effects files supported



            • 又考察了openGL2.0GLSL,發現對于繪制的描述感覺跟CG1.4FX的運行庫也差不多,又因為不熟悉,還是回頭看cgFX吧。
            • 裝了cg1.2看原來的文檔,學習筆記如下:
            • cgFX主要提供了三點好處:
              • 不同硬件得以配置(technique,profile)
              • 多遍繪制的描述(pass)
              • 表達了環境信息(state)
            • cgFXmicrosoft FX2.0DirectX9.0Effect格式相似
            • cgFX既可以在openGL又可以在D3D上運行,便于以后擴展
            • 主要方法接口:
            • CgFXCreateEffect,CgFXCreateEffectFromFileA,CgFXCreateEffectCompiler,CgFXCreateEffectCompilerFromFileA
            • CgFXSetDevice,CgFXFreeDevice
            • CGFXHANDLE GetTechnique(UINT index);CGFXHANDLE GetTechniqueByName(LPCSTR name);
            • CGFXHANDLE GetPass(CGFXHANDLE technique, UINT index);CGFXHANDLE GetPassByName(CGFXHANDLE technique, LPCSTR name);
            • CGFXHANDLE GetParameter(CGFXHANDLE parent, UINT index);
            • CGFXHANDLE GetParameterByName(CGFXHANDLE parent, LPCSTR name);
            • CGFXHANDLE GetParameterBySemantic(CGFXHANDLE parent, LPCSTR name);
            • CGFXHANDLE GetParameterElement(CGFXHANDLE parent, UINT element);
            • HRESULT FindNextValidTechnique(CGFXHANDLE hTechnique,CGFXHANDLE *pTechnique);
            • HRESULT SetTechnique(CGFXHANDLE pTechnique);CGFXHANDLE GetCurrentTechnique();
            • HRESULT Begin(UINT* pPasses, DWORD Flags);HRESULT Pass(UINT passNum);HRESULT End();
            • HRESULT CloneEffect(ICgFXEffect** ppNewEffect);
            • HRESULT GetDevice(LPVOID* ppDevice);
            • HRESULT OnLostDevice();
            • HRESULT OnResetDevice();
            • 主要接口:
            • ICgFXBaseEffect
            • ICgFXEffect
            • ICgFXEffectCompiler
            posted on 2006-04-25 23:41 苦行僧 閱讀(1461) 評論(0)  編輯 收藏 引用 所屬分類: graphic
            国产精品美女久久久久久2018| 国产一区二区三精品久久久无广告| 色天使久久综合网天天| 日韩精品久久久久久久电影蜜臀| 国产精品久久久久久久久| 久久综合成人网| 人妻精品久久久久中文字幕69| 久久精品视频91| 久久超碰97人人做人人爱| 久久亚洲精品无码播放| 麻豆亚洲AV永久无码精品久久| 久久99久久成人免费播放| 久久婷婷五月综合色奶水99啪| 久久精品夜色噜噜亚洲A∨| 精品久久8x国产免费观看| 亚洲精品国产自在久久| 国产精品成人无码久久久久久| 成人综合伊人五月婷久久| 久久无码中文字幕东京热| 久久精品免费大片国产大片| 国产精品久久国产精品99盘 | 香港aa三级久久三级老师2021国产三级精品三级在 | 亚洲美日韩Av中文字幕无码久久久妻妇| 色婷婷综合久久久久中文| 污污内射久久一区二区欧美日韩| 久久国产乱子伦精品免费强| 久久免费的精品国产V∧| 久久无码专区国产精品发布| 中文字幕无码久久久| 亚洲欧美日韩久久精品| 性高湖久久久久久久久AAAAA | 精产国品久久一二三产区区别| 久久综合九色欧美综合狠狠| 国产综合精品久久亚洲| 狠狠色伊人久久精品综合网| 国产99久久久国产精品~~牛| 久久福利青草精品资源站免费| 国产精品久久久久9999高清| 久久久久亚洲av无码专区喷水| 麻豆成人久久精品二区三区免费 | 亚洲日韩中文无码久久|