Tópicos: 4DGL

4DGL or SIGMA GL

Controlling the Viewport

outubro 21, 2023 4
The viewport transformation is determined by the selected viewport’s width and height in pixels, px and py, respectively, and its center (ox, oy) (also in pixels), as well as its depth range min and max determining a depth range scale value pz and a depth range bias value oz (defined below). The ve...
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Coordinate Transformations

outubro 21, 2023 2
Clip coordinates for a vertex result from shader execution, which yields a vertex coordinatePosition.Perspective division on clip coordinates yields normalized device coordinates, followed by a viewport transformation (see Controlling the Viewport) to convert these coordinates into framebuffer ...
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Clipping Shader Outputs

outubro 21, 2023 2
Next, vertex output attributes are clipped. The output values associated with a vertex that lies within the clip volume are unaffected by clipping. If a primitive is clipped, however, the output values assigned to vertices produced by clipping are clipped.Let the output values assigned to the t...
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Primitive Clipping

outubro 21, 2023 2
Primitives are culled against the cull volume and then clipped to the clip volume. In clip coordinates, the view volume is defined by:where zm is equal to zero.This view volume can be further restricted by as many as VkPhysicalDeviceLimits::maxClipDistances client-defined half-spaces.Th...
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Flat Shading

outubro 21, 2023 3
Flat shading a vertex output attribute means to assign all vertices of the primitive the same value for that output. The output values assigned are those of the provoking vertex of the primitive. Flat shading is applied to those vertex attributes that match fragment input attributes which are decor...
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Fixed-Function Vertex Post-Processing

outubro 21, 2023 2
After pre-rasterization shader stages, the following fixed-function operations are applied to verticesof the resulting primitives:Flat shading (see Flat Shading).Primitive clipping, including client-defined half-spaces (see Primitive Clipping).Shader output attribute clipping (see Clip...
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Polygons

outubro 21, 2023 4
A polygon results from the decomposition of a triangle strip, triangle fan or a series of independent triangles. Like points and line segments, polygon rasterization is controlled by several variables in the afxPipelineRasterizationConfig structure.Basic Polygon RasterizationThe first step ...
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Line Segments

outubro 21, 2023 5
To dynamically set the line width, call:void AfxCmdSetLineWidth ( afxDrawScript dscr, /// is the command buffer into which the command will be recorded. afxReal lineWidth /// is the width of rasterized line segments. );This command sets the line width for subsequent drawing commands...
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Points

outubro 21, 2023 2
A point is drawn by generating a set of fragments in the shape of a square centered around the vertex of the point. Each vertex has an associated point size controlling the width/height of that square. The point size is taken from the (potentially clipped) shader built-in PointSize written by:...
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Sample Shading

outubro 21, 2023 2
Sample shading can be used to specify a minimum number of unique samples to process for each fragment. If sample shading is enabled, an implementation must invoke the fragment shader at least max(minSampleShading × rasterizationSamples, 1) times per fragment. If sampleShadingEnabled is set to TRUE,...
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