Culling & Depth Testing

Culling & Depth Testing

  Culling is an optimization that does not render polygons facing away from the viewer. All polygons have a front and a back side. Culling makes use of the fact that most objects are closed; if you have a cube, you will never see the sides facing away from you (there is always a side facing you in front of it) so we don‘t need to draw the sides facing away. Hence the term: Backface culling.

  The other feature that makes rendering looks correct is Depth testing. Depth testing makes sure that only the closest surfaces objects are drawn in a scene.

  

[syntax]

参考:file://localhost/Applications/Unity/Unity.app/Contents/Documentation/Documentation/Components/SL-CullAndDepth.html

Culling & Depth Testing

时间: 2024-10-16 00:44:26

Culling & Depth Testing的相关文章

Unity3D组件参考手册

Refer to the information on these pages for details on working in-depth with various aspects of Unity. 这些页面的参考信息,是有关Unity深入工作的各个方面的详细信息. The Unity Manual Guide contains sections that apply only to certain platforms. Please select which platforms you

【浅墨Unity3D Shader编程】之四 热带雨林篇: 剔除、深度测试、Alpha测试以及基本雾效合辑

本系列文章由@浅墨_毛星云 出品,转载请注明出处.   文章链接:http://hpw123.net/a/C__/kongzhitaichengxu/2014/1222/163.html 作者:毛星云(浅墨)    微博:http://weibo.com/u/1723155442 邮箱: [email protected] QQ交流群:330595914 更多文章尽在:http://www.hpw123.net 本文介绍了Unity中Shader书写中会用到的剔除.深度测试.Alpha测试以及基

shader 初期学习总结

显示主材质:half4 c = tex2D(_MainTex , uv)显示颜色:half4 c = tex2D(_MainTex , i.uv) * _Color;显示纹理贴图:o.Normal = UnpackNormal(tex2D(_Bump, IN.uv_Bump));显示光照贴图:half3 l = 2.0 * tex2D(_LightMap, i.uvLM).rgb; c.rgb *= l;旋转UV:移动UV点缩放:放大或缩小UV点 i.uv * float2(_ColorU, _

引擎设计跟踪(九.14.3.1) deferred shading: Depthstencil as GBuffer depth

问题汇总 1.Light support for Editor编辑器加入了灯光工具, 可以添加和修改灯光. 问题1. light object的用户互交.point light可以把对应的volume (wireframe sphere/cone)画出来用于用户选中, 但是光源太多的时候, 球就有点凌乱了. 所以使用了HUD, 只要选中HUD就会选中灯光, 只有灯光被选中的时候才显示volume. 另外, 编辑器里面的很多"不可见"的逻辑对象都有这种需求, 虽然现在还没有. 另外, 可

第三章:初始化 OpenGL 4.0

原文地址: http://www.rastertek.com/gl40tut03.html Tutorial 3: Initializing OpenGL 4.0 This tutorial will be the first real introduction to working with OpenGL 4.0. We will address three main things which are initializing OpenGL 4.0, shutting it down, and

Mali GPU OpenGL ES 应用性能优化--测试+定位+优化流程

1. 使用DS-5 Streamline定位瓶颈 DS-5 Streamline要求GPU驱动启用性能测试,在Mali GPU驱动中激活性能测试对性能影响微不足道. 1.1 DS-5 Streamline简介 可使用DS-5 Streamline从CPU和Mali GPU中实时收集性能计数器,然后以图形方式显示这些计数器,其主要功能如下:     ? 收集计数器--从CPU和Mali GPU中     ? 保存收集到的计数器数据以供回放     ? 查看显示GPU活动.GPU活动和Framebu

39. Volume Rendering Techniques

Milan Ikits University of Utah Joe Kniss University of Utah Aaron Lefohn University of California, Davis Charles Hansen University of Utah This chapter presents texture-based volume rendering techniques that are used for visualizing three-dimensional

[原][译][osgearth]样式表style中参数总结(OE官方文档翻译)

几何Geometry 高度Altitude 挤压Extrusion 图标Icon 模型Model 渲染Render 皮肤Skin 文本Text 覆盖Coverage 提示: 在SDK中,样式表的命名空间是osgEarth::Symbology 每个符号类是在AltitudeSymbol中,属性通过LineSymbol::strokeWidth() 访问器可用 值类型 float: 实数 float with units: 有单位的实数, e.g. 20px (20 pixels) or 10m

OSG开源教程(转)

整理:荣明.王伟 北 京 2008年4月 序 第一次接触OSG是在2001年,当时开源社区刚刚兴起,还没有现在这么火.下载了OSG源码,但是在看了几个Demo之后,感觉没有什么特别之处.时隔七年之后,我再次将目光投向OSG,发现OSG确实有其独到之处,很多3D效果已经不弱于甚至超过商业软件,有感于开源力量的巨大.但是,与当前主流3D商业软件如Vega.VegaPrime.VTree.Performer等相比,开源软件的缺点也很明显,其中文档缺乏可谓其致命弱点之一.开发者只能从浩瀚的源码中,进行编