Hot Search : Source embeded web remote control p2p game More...
Location : Home Search - VOLUMEFOG
Search - VOLUMEFOG - List
DL : 0
体积雾的实现
Date : 2008-10-13 Size : 318.4kb User : 杨眉

D3D实现的雾效,效果很酷,很有参考价值
Date : 2008-10-13 Size : 49.39kb User : 吕智涵

DL : 0
精通D3D 中的体积雾 实例 可以一看
Date : 2008-10-13 Size : 478.34kb User : 寒羽

The Volume Fog sample shows the per-pixel density volumetric rendering technique. The fog volume is modeled as a polygonal mesh, and the density of the fog at every pixel is computed by subtracting the front side of the fog volume from the back side. The fog is mixed with the scene by accumulating an in/out test at every pixel -- that is, back-facing fog polygons will add, while front-facing ones will subtract. If the value is non zero, then the scene intersects the fog and the scene s depth value is used. In order to get better results, this demo uses 12 bits of precision by encoding high and low bits in different color channels.
Date : 2008-10-13 Size : 28.25kb User : 姚俊光

DL : 0
体积雾的实现-Realize the size of fog
Date : 2025-07-07 Size : 318kb User : 杨眉

D3D实现的雾效,效果很酷,很有参考价值-D3D fog to achieve efficiency, the effect of cool, useful reference
Date : 2025-07-07 Size : 49kb User : 吕智涵

DL : 0
精通D3D 中的体积雾 实例 可以一看-Proficient in the volume of fog D3D examples one can see
Date : 2025-07-07 Size : 478kb User : 寒羽

The Volume Fog sample shows the per-pixel density volumetric rendering technique. The fog volume is modeled as a polygonal mesh, and the density of the fog at every pixel is computed by subtracting the front side of the fog volume from the back side. The fog is mixed with the scene by accumulating an in/out test at every pixel -- that is, back-facing fog polygons will add, while front-facing ones will subtract. If the value is non zero, then the scene intersects the fog and the scene s depth value is used. In order to get better results, this demo uses 12 bits of precision by encoding high and low bits in different color channels. -The Volume Fog sample shows the per-pixel density volumetric rendering technique. The fog volume is modeled as a polygonal mesh, and the density of the fog at every pixel is computed by subtracting the front side of the fog volume from the back side. The fog is mixed with the scene by accumulating an in/out test at every pixel that is, back-facing fog polygons will add, while front-facing ones will subtract. If the value is non zero, then the scene intersects the fog and the scene s depth value is used. In order to get better results, this demo uses 12 bits of precision by encoding high and low bits in different color channels.
Date : 2025-07-07 Size : 28kb User : Phoebuson Ryao

DL : 0
精通directx3d中的体积雾示例程序-Directx3d good example of the size of fog procedures
Date : 2025-07-07 Size : 481kb User : 笨熊

DL : 0
基于C++和DirectX的实现体积雾的源代码-C++ and DirectX based on the realization of the source code size of fog
Date : 2025-07-07 Size : 478kb User : wslxzd

在opengl中用c++实现的体积纹理渲染-In opengl texture with c++ achieve volume rendering
Date : 2025-07-07 Size : 112kb User : liuyao
CodeBus is one of the largest source code repositories on the Internet!
Contact us :
1999-2046 CodeBus All Rights Reserved.