![]() This reflected the fact that no hardware did the division by w in the texture unit anymore, so there was no need to pretend it did. In DX10 direct support for projective textures was removed, with the expectation that shaders that need projective texturing will simply do the division by w manually. ![]() ![]() Back in DX9 era a cubemap lookup was still a single sample instruction, and the same was true for projective textures (tex2Dproj).This presentation will assume that you already know what things like ”MAD-form” means. ![]()
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