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description |
This article is a follow-up of the previously published one in
ShaderX3 and takes a look at changes that could be seen between this
and last year. It looks at the new shader versions introduced in the
meantime like the extended pixel shader version 2.x and pixel shader
version 3.0, tests some of the more "exotic" GPUs that
sometimes are installed in consumer hardware. In addition, some
subjects that could not have been addressed in the previous article,
like multiple render targets, multi-pass rendering, and per-fragment
framebuffer operations are examined.
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publisher |
University of Stuttgart : Collaborative Research Center SFB 627
(Nexus: World Models for Mobile Context-Based
Systems)
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| Charles River Media
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type |
Text
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| Article in Book
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source |
In: Wolfgang Engel (ed.): ShaderX4, pp. 99-99
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contributor |
Institut für Visualisierung und Interaktive
Systeme
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subject |
Picture/Image Generation (CR I.3.3)
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