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A stencil buffer is an extra data buffer, in addition to the color buffer and Z-buffer, found on modern graphics hardware. The buffer is per pixel and works on integer values, usually with a depth of one byte per pixel.
Set the stencil operation to increment on depth fail (only count shadows behind the object). Render the shadow volumes. Use back-face culling. Set the stencil operation to decrement on depth fail. Render the shadow volumes. The depth fail method has the same considerations regarding the stencil buffer's precision as the depth pass method.
In computer science, a data buffer (or just buffer) is a region of memory used to store data temporarily while it is being moved from one place to another. Typically, the data is stored in a buffer as it is retrieved from an input device (such as a microphone) or just before it is sent to an output device (such as speakers); however, a buffer may be used when data is moved between processes ...
The Elan Graphics system also implemented hardware stencil buffering by allocating 4 bits from the Z-buffer to produce a combined 20-bit Z, 4-bit stencil buffer. [ 2 ] Elan Graphics consists of five graphics subsystems: the HQ2 Command Engine, GE7 Geometry Subsystem, RE3 Raster Engine, VM2 framebuffer and VC1 Display Subsystem.
Direct3D 10.0 level hardware must support the following features: the ability to process entire primitives in the new geometry-shader stage, the ability to output pipeline-generated vertex data to memory using the stream-output stage, multisampled alpha-to-coverage support, readback of a depth/stencil surface or a multisampled resource once it ...
Scene with shadow mapping Scene with no shadows. Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics.This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."
Z-fighting which cannot be entirely eliminated in this manner is often resolved by the use of a stencil buffer, or by applying a post-transformation screen space z-buffer offset to one polygon which does not affect the projected shape on screen but does affect the z-buffer value to eliminate the overlap during pixel interpolation and comparison ...
There are two graphics hardware drivers: one resides inside of the X display server.There have been several designs of this driver. The current one splits it in two portions: DIX (Device-Independent X) and DDX (Device-Dependent X) Glamor will simplify the X server, and libGL-fglrx-glx [needs update] could use the libDRM of the radeon open-source driver instead of the proprietary binary blob.