Index_T

T

table fog, versus vertex fog, 204

TAMs (tonal art maps), 82, 83, 84

Taylor series expansion, 264, 325

temperature correction, for refractive index, 64

temporary r0 register, for single color output, 281

temporary registers (r[n]), 200, 286

tessellation processing, preparing the vertical pipeline for, 122

tex instruction, 326-327

tex3x3pad instruction, using texm3x3 with, 346

texbem instruction, 328-329

texbeml instruction, 329-330

texcoord instruction, 330-331

compared to texcrd, 332

reading texture coordinates, 203-204

texcrd instruction, 332-333

passing texture coordinates, 285

reading texture coordinates, 203-204

texdepth instruction, 333-334

texdp3 instruction, 334-335

texdp3tex instruction, 336-337

texkill instruction, 337-338

texld instruction, 285, 338-340

texldb instruction, 340-341

texldp instruction, 341-342

texm3x2depth instruction, 343-344

texm3x2pad instruction, 344-345

using texm3x2depth after, 343

using texm3x2tex instruction with, 345

texm3x2tex instruction, 345-346

texm3x3*, compared to texdp3tex, 337

texm3x3 instruction, 346-347, 348

texm3x3pad instruction, 347-348

texm3x3spec instruction, 348-350

term3x3pad as a setup for, 348

using constant registers with, 284-285

texm3x3tex instruction, 350-351

texm3x3vspec instruction, 351-352

texreg2ar instruction, 352-353

texreg2gb instruction, 354-355

texreg2rgb instruction, 355-356

text, applying as a decal, 165-166

textdepth instruction, 286

texture

blending a multicolor object, 166

as data matrices, 111

layering on multiple, 111

sampling, 338-340, 341

sampling using the (a,r) texture coordinates, 352-353

sampling using the (g, b) texture coordinates, 354

sampling using the (r,g,b) texture coordinates, 355

shaders applying two or more, 174

sorting objects by, 137

specifying as a render target, 287-288

texture address computation operation, syntax for, 274

texture addressing, for pixel shaders, 276

texture addressing instructions for pixel shaders, 273-274

preceding color-blending instructions in pixel shader versions 1.0 through 1.3, 274

texture coordinate data, passing from teh source into the destination register as color data, 332-333

texture coordinate registers

partial precision declaration modifiers for, 369

in PS 1.4, 285

using as extra temporary registers, 286

texture coordinate values, passing as color, 330

texture coordinates

morphing for one of the textures, 175

for pixel shaders, 107

remapping, 353,354,356

for a singly tiled texture, 203

specifying multiple, 126

texture coordinates vector component, FVF vertex shader register mapping order, 199

texture instructions, for pixel shaders, 108

texture operations, of pixel shaders, 94

texture pipeline, dualistic nature of, 93

texture register modifiers, with PS 1.4, 361

texture registers (t[n]), 284-285

for pixel shaders, 282

valid range in PS 1.4 and 2.0, 278

values in, 285

texture sampler register, declaring the use of, 296

texture sampling stage registers (s[n]), 286-287

texture sampling states, pixel shader versions active in, 276, 278

texture stage states, pixel shader versions active in, 276, 277

texture stages

assigning textures to, 108

sampling the color from, 326

TextureStageState construct, sampling-specific state provided in, 286-287

three-component cross product, computing, 209-210,294-295

three-component dot product, computing, 214,298-299

TnL (texture and lighting) part of the FFP, replaced by vertex shaders, 92

token array, creating, 120-121

token element-size array, creating, 120

tonal art maps (TAMs), 82,83,84

toon shading style, 84

Torrance-Sparrow model, applied by Oren Nayar, 55

total internal reflection, critical angle for, 61,70

Toy Story, rendering of, 4

traditional 3D hardware-accelerated lighting models, 38-58

transformation matrix, applying to a shape and normals, 102-103

transformations

performing, 97-106

types of, 103-104

transformed vertex position, placing into oPos and r0, 150

transforming the normal of the vertex, by the inverse transpose model-view-projection matrix, 150

transmitted ray. See refracted ray

transparent, dielectrics as, 36

transparent-opaque boundary, 36

transparent-transparent boundary, 36

triangle, formed by two vectors, 19

Trowbridge-Reitz model, modeling microfacets as ellipsoids, 76

two-component dot product plus a scalar add, computing, 297



Real-Time Shader Programming(c) Covering Directx 9. 0
Real-Time Shader Programming (The Morgan Kaufmann Series in Computer Graphics)
ISBN: 1558608532
EAN: 2147483647
Year: 2005
Pages: 104
Authors: Ron Fosner

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