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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
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