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Opengl es 2.0 drawelements line
Opengl es 2.0 drawelements line




opengl es 2.0 drawelements line

ID3D11DeviceContext1 methods that support this stage are prefixed with "SO". Data streamed out to memory can be recirculated back into the pipeline as input data or read-back from the CPU. Data can be streamed out and/or passed into the rasterizer. Stream-Output Stage - The stream-output stage streams primitive data from the pipeline to memory on its way to the rasterizer.ID3D11DeviceContext1 methods that support this stage are prefixed with "VS". A vertex shader always takes a single input vertex and produces a single output vertex. Vertex-Shader Stage - The vertex-shader stage processes vertices, typically performing operations such as transformations, skinning, and lighting.ID3D11DeviceContext1 methods that support this stage are prefixed with "IA". The input-assembler stage supplies data (triangles, lines and points) to the pipeline.

opengl es 2.0 drawelements line

The Direct3D 11 graphics pipeline is managed by instances of the ID3D11DeviceContext1 interface, and has the following stages: The shader objects are created with methods on the ID3D11Device1 interface, such as ID3D11Device1::CreateVertexShader and ID3D11Device1::CreatePixelShader. Reviewing the Direct3D 11 shader pipeline

opengl es 2.0 drawelements line

This topic attempts to map common OpenGL ES 2.0 shader pipeline API patterns to the Direct3D 11 equivalents in these interfaces. In terms of API design, however, the major components for creating and managing the shader stages are parts of two primary interfaces, ID3D11Device1 and ID3D11DeviceContext1. Conceptually, the Direct3D 11 shader pipeline is very similar to the one in OpenGL ES 2.0.






Opengl es 2.0 drawelements line