1.深度测试(Z-Buffer )
每个像素需要一个深度来排序是否需要渲染,所以需要额外的buffer来存储,frame buffer 存颜色,depth buffer (z-buffer) 存深度。
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2.Lambert(漫反射)
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3.Blinn-Phong (高光)
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4.环境光(理想接近)
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5.Blinn-Phong 光照模型
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6.三角形重心坐标(插值计算使用)
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7.简单纹理映射(双线性插值,三线性插值)
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8.Mipmap(内存多占1/3)
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根据相邻两点在各个纹理层上的最大距离得到在第几层
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三线性插值平滑过渡
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9.RipMap(各向异性过滤)内存多占3倍
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