摘要:
两种绘制方式: 1、 使用顶点缓存进行绘制 (1) 创建顶点缓存 a) 声明一个描述顶点数据的结构 b) 使用实际的顶点数据填充顶点结构数组 c) 创建一个D3D11_BUFFER_DESC对象(a buffer description),将其BindFlags成员赋值为D3D11_BIND... 阅读全文
摘要:
Rasterization: The process of converting a triangle defined by three vertices to a bunch of pixels covered by the triangle is called rasterization. Th... 阅读全文