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注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Render

ComputeShader#

Creating a compute shader to process a million of particles.

ComputeShaderImage#

Creating a compute shader that processes a read-write texture on GPU (without CPU).

FfpDepth#

Demonstration of how to draw visualizer elements taking the depth buffer into account.

GBufferRead#

Demonstration of how to access G-buffer textures during the rendering process.

GBufferWrite#

Demonstration of how to modify G-buffer textures during the rendering process.

RenderTarget#

Rendering to a texture by using the RenderTarget class.

LiDAR#

LiDAR is a method used in robot vacuum cleaners, drones, self-driving cars, etc. for optical scanning of surroundings. This sample contains the LiDAR emulation that can be used for training autopilots and AI. A quick and accurate scaner is implemented using the depth buffer. You can configure your LiDAR (set the desired range, FOV, resolution, and other parameters) via API.

Offscreen#

Running in the background mode, the sample demonstrates graphics context creation, screenshots are periodically saved to the saved_image folder (DirectX only).

Screenshot#

Grabbing a final image from the rendering sequence.

StructuredBuffer#

Creating a simple DXT compression by using structured buffers.

Textures#

Creating a plugin for changing textures on meshes.

Last update: 2022-01-21
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