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hlsl

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  • Help to understand Pixelate effect

    I\'m new a HLSL and I\'m trying to understand a pixelate sample. However, I haven\'t been able to find a reference about how a couple of operations are. Here is the shader example:[详细]

    2023-03-01 08:20 分类:问答
  • Pow function vs lookup texture in shader

    I\'m developing for the XBOX 360, and I use the pow() intrinsic in some lighting calculations. 6-8 years ago 开发者_开发问答it used to be common to use a 1D lookup texture to approximate pow(). Does[详细]

    2023-02-28 21:00 分类:问答
  • Translating C to C# and HLSL: will this be possible?

    I\'ve taken on quite a daunting challenge for myself. In my XNA game, I want to implement Blargg\'s NTSC filter. This is a C library that transforms a bitmap to make it look like it was output on a CR[详细]

    2023-02-27 04:29 分类:问答
  • HLSL : multi pass shader?

    I\'m writing a shader that make a blur effect on a texture rendered form the scene. I need to do that in 2 passe, so with the pass P0 i make a horizontal blur, and in pass P1 the vertical one.[详细]

    2023-02-26 14:12 分类:问答
  • Implementing shadows with deferred ligtning

    i am currently programming deffered rendering system for my XNA 4 project, mostly following The Cansin tutorial. however, he claims that creating directional light that cast dynamic shadow is impossib[详细]

    2023-02-25 18:23 分类:问答
  • HLSL: Handle lack of TexCoords?

    I\'m in the process of writing my first few shaders, usually writing a shader to accomplish features as I realize that the main XNA library doesn\'t support them.[详细]

    2023-02-25 17:52 分类:问答
  • DirectX/HLSL error PS2.0

    i am getting this error Shader uses texture addressing operations in a dependency chain that is too complex for the target shader model (ps_2_0) to handle.[详细]

    2023-02-22 00:23 分类:问答
  • HLSL: problematic pixelshader code (alpha at zero when sampling)?

    I have this strange problem with the sampler in the pixel shaders. When I sample from a sampler into an empty float4 variable I always get black/transparent color back. So if I use this I get a black[详细]

    2023-02-21 22:27 分类:问答
  • Shader side of Vertex composition HLSL

    Say you ask directX to send in vertex data from multiple vertex buffers like so: immediateContext->IASetVertexBuffers( 0, 3, bufferArray, &vertexStride, 0 );[详细]

    2023-02-21 10:41 分类:问答
  • uniform keyword in HLSL

    it seems that in HLSL i can but dont have t开发者_JAVA技巧o provide the uniform keyword for variables which come from the application. right?[详细]

    2023-02-20 23:04 分类:问答