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Multisampling in Direct3D

2018年05月27日 ⁄ 综合 ⁄ 共 793字 ⁄ 字号 评论关闭

4.1.8 Multisampling in Direct3D

 In the next section, we will be required to fill out a DXGI_SAMPLE_DESC structure. This structure has two members and is defined as follows:

typedef struct DXGI_SAMPLE_DESC { UINT Count; UINT Quality; } 

DXGI_SAMPLE_DESC, *LPDXGI_SAMPLE_DESC; The Count member specifies the number of samples to take per pixel, and the Quality member is used to specify the desired quality level (what “quality level” means can vary across hardware manufacturers). Higher sample
counts or higher quality is more expensive to render, so a tradeoff between quality and speed must be made. The range of quality levels depends on the texture format and the number of samples to take per pixel. Use the following method to query the number
of quality levels for a given texture format and sample count: HRESULT ID3D11Device::CheckMultisampleQualityLevels( DXGI_FORMAT Format, UINT SampleCount, UINT *pNumQualityLevels);

 

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