文件名称:OnloadedShadows_source
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- 上传时间:2012-11-16
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文件大小:8.38mb
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Shadow Map以非同步的方式於CPU端來計算,可以平衡CPU與GPU的工作負載。-Onloaded Shadows is a technique by which shadow maps can be calculated asynchronously on the CPU. By using cascades, the shadow map for objects near the camera are calculated every frame on the GPU, but the shadow maps for objects in the second cascade and beyond are calculated less often on the CPU. This allows for better work balancing across the CPU and GPU.
相关搜索: shadow map
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下载文件列表
OnloadedShadows2/ColorPass.cpp
OnloadedShadows2/ColorPass.h
OnloadedShadows2/Common.cpp
OnloadedShadows2/Common.h
OnloadedShadows2/Media/
OnloadedShadows2/Media/car/
OnloadedShadows2/Media/car/car.sdkmesh
OnloadedShadows2/Media/car/car.sdkmesh_layout
OnloadedShadows2/Media/car/carFord.dds
OnloadedShadows2/Media/car/car_wheel.dds
OnloadedShadows2/Media/UI/
OnloadedShadows2/Media/UI/arrow.x
OnloadedShadows2/Media/UI/dxutcontrols.dds
OnloadedShadows2/Media/UI/Font.dds
OnloadedShadows2/Media/UrbanScene/
OnloadedShadows2/Media/UrbanScene/texture/
OnloadedShadows2/Media/UrbanScene/texture/airCond_DM.dds
OnloadedShadows2/Media/UrbanScene/texture/Asphalt_DM.dds
OnloadedShadows2/Media/UrbanScene/texture/backGround_occlusion.dds
OnloadedShadows2/Media/UrbanScene/texture/bildAC_brick_DM.dds
OnloadedShadows2/Media/UrbanScene/texture/bildBD_brick_DM.dds
OnloadedShadows2/Media/UrbanScene/texture/concrete_DM.dds
OnloadedShadows2/Media/UrbanScene/texture/Detail_occlusion.dds
OnloadedShadows2/Media/UrbanScene/texture/DM_back.dds
OnloadedShadows2/Media/UrbanScene/texture/dumpster_DM_1024.dds
OnloadedShadows2/Media/UrbanScene/texture/fireEscape_DM_1024.dds
OnloadedShadows2/Media/UrbanScene/texture/metalTube_dm.dds
OnloadedShadows2/Media/UrbanScene/texture/props_A_DM_1024.dds
OnloadedShadows2/Media/UrbanScene/texture/sign_fence_DM_1024.dds
OnloadedShadows2/Media/UrbanScene/texture/trashcan_DM.dds
OnloadedShadows2/Media/UrbanScene/texture/walls_occlusion.dds
OnloadedShadows2/Media/UrbanScene/texture/windows.dds
OnloadedShadows2/Media/UrbanScene/urbanScene.sdkmesh
OnloadedShadows2/Media/UrbanScene/urbanScene.sdkmesh_layout
OnloadedShadows2/OnloadedShadows.cpp
OnloadedShadows2/OnloadedShadows.rc
OnloadedShadows2/OnloadedShadows.vcproj
OnloadedShadows2/OnloadedShadows.vcxproj
OnloadedShadows2/OnloadedShadows2_2008.sln
OnloadedShadows2/OnloadedShadows2_2010.sln
OnloadedShadows2/Pass.cpp
OnloadedShadows2/Pass.h
OnloadedShadows2/resource.h
OnloadedShadows2/Shaders/
OnloadedShadows2/Shaders/OnloadedShadows.hlsl
OnloadedShadows2/ShadowPass.cpp
OnloadedShadows2/ShadowPass.h
OnloadedShadows2/WARPOnloadDevice.cpp
OnloadedShadows2/WARPOnloadDevice.h
OnloadedShadows2/
DXUT/Core/
DXUT/Core/dpiaware.manifest
DXUT/Core/DXUT.cpp
DXUT/Core/DXUT.h
DXUT/Core/DXUTDevice11.cpp
DXUT/Core/DXUTDevice11.h
DXUT/Core/DXUTDevice9.cpp
DXUT/Core/DXUTDevice9.h
DXUT/Core/DXUTmisc.cpp
DXUT/Core/DXUTmisc.h
DXUT/Core/DXUT_2008.sln
DXUT/Core/DXUT_2008.vcproj
DXUT/Core/DXUT_2010.sln
DXUT/Core/DXUT_2010.vcxproj
DXUT/Core/DXUT_2010.vcxproj.filters
DXUT/Optional/
DXUT/Optional/directx.ico
DXUT/Optional/DXUTcamera.cpp
DXUT/Optional/DXUTcamera.h
DXUT/Optional/DXUTgui.cpp
DXUT/Optional/DXUTgui.h
DXUT/Optional/DXUTguiIME.cpp
DXUT/Optional/DXUTguiIME.h
DXUT/Optional/DXUTLockFreePipe.h
DXUT/Optional/DXUTOpt_2008.sln
DXUT/Optional/DXUTOpt_2008.vcproj
DXUT/Optional/DXUTOpt_2010.sln
DXUT/Optional/DXUTOpt_2010.vcxproj
DXUT/Optional/DXUTOpt_2010.vcxproj.filters
DXUT/Optional/DXUTres.cpp
DXUT/Optional/DXUTres.h
DXUT/Optional/DXUTsettingsdlg.cpp
DXUT/Optional/DXUTsettingsdlg.h
DXUT/Optional/ImeUi.cpp
DXUT/Optional/ImeUi.h
DXUT/Optional/SDKmesh.cpp
DXUT/Optional/SDKmesh.h
DXUT/Optional/SDKmisc.cpp
DXUT/Optional/SDKmisc.h
DXUT/Optional/SDKsound.cpp
DXUT/Optional/SDKsound.h
DXUT/Optional/SDKwavefile.cpp
DXUT/Optional/SDKwavefile.h
DXUT/
OnloadedShadows2/ColorPass.h
OnloadedShadows2/Common.cpp
OnloadedShadows2/Common.h
OnloadedShadows2/Media/
OnloadedShadows2/Media/car/
OnloadedShadows2/Media/car/car.sdkmesh
OnloadedShadows2/Media/car/car.sdkmesh_layout
OnloadedShadows2/Media/car/carFord.dds
OnloadedShadows2/Media/car/car_wheel.dds
OnloadedShadows2/Media/UI/
OnloadedShadows2/Media/UI/arrow.x
OnloadedShadows2/Media/UI/dxutcontrols.dds
OnloadedShadows2/Media/UI/Font.dds
OnloadedShadows2/Media/UrbanScene/
OnloadedShadows2/Media/UrbanScene/texture/
OnloadedShadows2/Media/UrbanScene/texture/airCond_DM.dds
OnloadedShadows2/Media/UrbanScene/texture/Asphalt_DM.dds
OnloadedShadows2/Media/UrbanScene/texture/backGround_occlusion.dds
OnloadedShadows2/Media/UrbanScene/texture/bildAC_brick_DM.dds
OnloadedShadows2/Media/UrbanScene/texture/bildBD_brick_DM.dds
OnloadedShadows2/Media/UrbanScene/texture/concrete_DM.dds
OnloadedShadows2/Media/UrbanScene/texture/Detail_occlusion.dds
OnloadedShadows2/Media/UrbanScene/texture/DM_back.dds
OnloadedShadows2/Media/UrbanScene/texture/dumpster_DM_1024.dds
OnloadedShadows2/Media/UrbanScene/texture/fireEscape_DM_1024.dds
OnloadedShadows2/Media/UrbanScene/texture/metalTube_dm.dds
OnloadedShadows2/Media/UrbanScene/texture/props_A_DM_1024.dds
OnloadedShadows2/Media/UrbanScene/texture/sign_fence_DM_1024.dds
OnloadedShadows2/Media/UrbanScene/texture/trashcan_DM.dds
OnloadedShadows2/Media/UrbanScene/texture/walls_occlusion.dds
OnloadedShadows2/Media/UrbanScene/texture/windows.dds
OnloadedShadows2/Media/UrbanScene/urbanScene.sdkmesh
OnloadedShadows2/Media/UrbanScene/urbanScene.sdkmesh_layout
OnloadedShadows2/OnloadedShadows.cpp
OnloadedShadows2/OnloadedShadows.rc
OnloadedShadows2/OnloadedShadows.vcproj
OnloadedShadows2/OnloadedShadows.vcxproj
OnloadedShadows2/OnloadedShadows2_2008.sln
OnloadedShadows2/OnloadedShadows2_2010.sln
OnloadedShadows2/Pass.cpp
OnloadedShadows2/Pass.h
OnloadedShadows2/resource.h
OnloadedShadows2/Shaders/
OnloadedShadows2/Shaders/OnloadedShadows.hlsl
OnloadedShadows2/ShadowPass.cpp
OnloadedShadows2/ShadowPass.h
OnloadedShadows2/WARPOnloadDevice.cpp
OnloadedShadows2/WARPOnloadDevice.h
OnloadedShadows2/
DXUT/Core/
DXUT/Core/dpiaware.manifest
DXUT/Core/DXUT.cpp
DXUT/Core/DXUT.h
DXUT/Core/DXUTDevice11.cpp
DXUT/Core/DXUTDevice11.h
DXUT/Core/DXUTDevice9.cpp
DXUT/Core/DXUTDevice9.h
DXUT/Core/DXUTmisc.cpp
DXUT/Core/DXUTmisc.h
DXUT/Core/DXUT_2008.sln
DXUT/Core/DXUT_2008.vcproj
DXUT/Core/DXUT_2010.sln
DXUT/Core/DXUT_2010.vcxproj
DXUT/Core/DXUT_2010.vcxproj.filters
DXUT/Optional/
DXUT/Optional/directx.ico
DXUT/Optional/DXUTcamera.cpp
DXUT/Optional/DXUTcamera.h
DXUT/Optional/DXUTgui.cpp
DXUT/Optional/DXUTgui.h
DXUT/Optional/DXUTguiIME.cpp
DXUT/Optional/DXUTguiIME.h
DXUT/Optional/DXUTLockFreePipe.h
DXUT/Optional/DXUTOpt_2008.sln
DXUT/Optional/DXUTOpt_2008.vcproj
DXUT/Optional/DXUTOpt_2010.sln
DXUT/Optional/DXUTOpt_2010.vcxproj
DXUT/Optional/DXUTOpt_2010.vcxproj.filters
DXUT/Optional/DXUTres.cpp
DXUT/Optional/DXUTres.h
DXUT/Optional/DXUTsettingsdlg.cpp
DXUT/Optional/DXUTsettingsdlg.h
DXUT/Optional/ImeUi.cpp
DXUT/Optional/ImeUi.h
DXUT/Optional/SDKmesh.cpp
DXUT/Optional/SDKmesh.h
DXUT/Optional/SDKmisc.cpp
DXUT/Optional/SDKmisc.h
DXUT/Optional/SDKsound.cpp
DXUT/Optional/SDKsound.h
DXUT/Optional/SDKwavefile.cpp
DXUT/Optional/SDKwavefile.h
DXUT/
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