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directx 10(DirectX 10)

directx 10(DirectX 10) Geometry Shader One of the biggest structural changes in the graphics pipeline system of DirectX 10 is the addition of a geometric rendering unit (Geometry, Shader) during the geometric processing phase. The geometry rendering unit is appended to the vertex rendering unit, but it does not output vertices as the vertex rendering unit does, but primitives as the processing objects. A primitive is at a level higher than a vertex and consists of one or more vertices. An element consisting of a single vertex is called a point, and a primitive consisting of two vertices is called a line, and a primitive consisting of three vertices is called a triangle. A geometric rendering unit that supports points, lines, triangles, lines with adjacent contacts, triangles with adjacent contacts, and so on. It can handle up to six vertices at a time. With the support of rich primitive types, the geometry rendering unit allows GPU to provide finer model details. The geometry rendering unit gives the GPU the ability to create new geometric objects and add content to the scene. Flexible processing capabilities make GPU more versatile, and many of the tasks that have to be relied upon by CPU before are now fully processed by GPU. As a result, CPU has more time to deal with artificial intelligence, addressing and so on. More surprising is that the geometry shader also makes physical operations easier, DirectX 10 can be created with the physical characteristics of the simulation box, rigid object, physical operation is expected to lead it gradually spread. It is foreseeable that with the geometric rendering unit this weapon, the graphics card performance will be a qualitative leap, we will experience the more smooth, more beautiful picture, more detailed plot of the game. Improved API and drive efficiency We know that each game character, weapon, and scene is a Object (object) in the 3D program, and each frame can appear in hundreds of Object. In graphics cards, each Ob

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