摘要: Dispatch: 定义有多少个线程组(约束上限)SV_GroupID, uint3 numthreads:定义每个线程组里有多少个线程(约束上限)SV_GroupThreadID uint3 SV_GroupIndex: 某个线程组内线程索引,SV_GroupThreadID的一维化,即 SV_G 阅读全文
posted @ 2022-02-15 17:57 引擎之旅 阅读(386) 评论(0) 推荐(0) 编辑
摘要: 转自:https://medium.com/realities-io/creating-a-custom-mesh-component-in-ue4-part-3-the-mesh-components-scene-proxy-6965a3ea4cc9 Introduction In this th 阅读全文
posted @ 2022-02-15 11:32 引擎之旅 阅读(667) 评论(0) 推荐(0) 编辑
摘要: 转自:https://medium.com/realities-io/creating-a-custom-mesh-component-in-ue4-part-2-implementing-the-vertex-factory-4e21e51a1e10 Introduction This artic 阅读全文
posted @ 2022-02-15 11:31 引擎之旅 阅读(370) 评论(1) 推荐(0) 编辑
摘要: 转自:https://medium.com/realities-io/creating-a-custom-mesh-component-in-ue4-part-1-an-in-depth-explanation-of-vertex-factories-4a6fd9fd58f2 Introductio 阅读全文
posted @ 2022-02-15 11:30 引擎之旅 阅读(701) 评论(0) 推荐(0) 编辑
摘要: 转自: https://medium.com/realities-io/creating-a-custom-mesh-component-in-ue4-part-0-intro-2c762c5f0cd6 Introduction This is a series of posts that will 阅读全文
posted @ 2022-02-15 11:28 引擎之旅 阅读(263) 评论(0) 推荐(1) 编辑