Ignoring Hardware Differences

نویسنده

  • Marc Olano
چکیده

One of the great promises of real-time shading is the potential to have a single shading program that can run across a wide range of graphics hardware. While we don’t yet have a single cross-platform shading language to satisfy everyone, there is ample evidence that it is possible. In this chapter, we discuss what is necessary to create a cross-platform shading language, how shading languages allow us to ignore hardware differences, what range of hardware can reasonably be represented by a single shading language, and what evidence exists now that it will really work.

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تاریخ انتشار 2003