Engineering specs for DirectX features.| DirectX-Specs
Engineering specs for DirectX features.| DirectX-Specs
Engineering specs for DirectX features.| DirectX-Specs
Engineering specs for DirectX features.| DirectX-Specs
Previous article in the series: Applying Sampling Theory to Real-Time Graphics Updated 1/27/2016 - replaced the MSAA partial coverage image with a new image that illustrates subsamples being written to, as suggested by Simon Trümpler. MSAA can be a bit complicated, due to the fact that it affects nearly the entire rasterization pipeline used in GPU’s. It’s also complicated because really understanding why it works requires at least a basic understanding of signal processing and image re...| therealmjp.github.io
This is a tweaked version of a journal entry for the Microsoft Game Developer Network, that’s been cleansed of any non-public Xbox 360 specifics. If you’re a registered developer, I encourage you to check out the uncut edition available there, for full implementation details.| blog.selfshadow.com
When working with mesh shaders to draw meshes, you need to split your source geometry into individual units called meshlets. Each meshlet would be processed by one mesh shader workgroup, and when compiling this mesh shader you need to specify the maximum number of triangles and vertices that the meshlet contains. These numbers are subject to some hardware limits. On current drivers, AMD, Intel and NVidia expose limits of 256 triangles and 256 vertices through EXT_mesh_shader Vulkan extension,...| zeux.io