![]() | By Sebastien St-Laurent |
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Page 9 ...values. The advantage of the vector architecture is that it allows processing of multiple values at the same time. By default, all . oating-point values are processed as 32-bit precision .oating-point numbers. The pixel shader speci. cation allows processing of 16-bit precision values, which can be ... | Page 92 TEXCOORD[n] Used to convey vertex texture coordinates. | Page 60 ...rdinates are respectively called tangent and binormal. Those vectors are de.ned as the 3D spatial direction in which the U and V texture coordinates are headed for a particular point on the surface. How to generate those vectors is outside the scope of this book, but be assured the D3DXMESH interfac... | Page 2 ...LSL and the effect framework, it has no intention of teaching you the basics of DirectX and Direct3D. Because of this, one of the important prerequisites for this book is that you have a basic understanding of the DirectX API and a basic background in 3D rendering and technologies. All of this is ea... | Page 34 ... and pixel shaders through a set of 18 .ow control assembly instructions. This implies that any non-3.0 shader will have its .ow control transformed into code, which will execute both sides of conditionals and unroll loops. Since hardware .ow control is still in its infancy within graphics hardware,... |
This section contains the structure exposed by the Microsoft DirectX Diagnostic tool.