å½???ä½?ç½?? 游æ??è¡¥ä?> 游æ??è¡¥ä?> ??NBA 2K10??游æ??ä¼???å¢?强补ä¸?

??NBA 2K10??游æ??ä¼???å¢?强补ä¸?

  • 大å?ï¼?0B
  • è¯??ï¼??¶å?ç±»å??
  • ç±»å???游æ??è¡¥ä?
  • ????ï¼???费软ä»?/li>
  • ?¶é?´ï?2010-01-25
  • å®?ç½?ï¼?????/li>
  • ???ï¼?Windows10, Windows8, Windows7, WinVista, WinXP
  • å®??¨æ?æµ?ï¼?????ä»?/span>360??è¿??¾è???è¿???å±±é??è¿???????è¿?
8.8??

????��/p>

�??��/p>

??ä¸?è½½é???ä¸?è½½å???????50%

?¸å?³è½¯ä»?/p>

??NBA 2K10??游æ??ä¼???å¢?强补ä¸?

说æ??ï¼?

ForceAlphaToCoverage = 1
ForceMSAAMode = 4
DX????????????....è¿????ä¸?X??对差CPU??ä¼???????br /> ä¸?建è?ä¸??ç«??¾å?¡ä½¿??ä¸?建è?ä¸??ç«?PU使ç??ä¸?建è???NV?¾å?¡ä½¿??br /> ???½ä???ä¸????????ºç??..
PS:以ä???¸ªäººå?¤æ??..??ä¸?ä¸???è§?

????:
Drawing Transparent Objects with Alpha To CoverageThe number of transparent leave and blades of grass in the sample makes sorting these objects on the CPU expensive. Alpha to coverage helps solve this problem by allowing the Instancing sample to produce convincing results without the need to sort leaves and grass back to front. Alpha to coverage must be used with multisample anti-aliasing (MSAA). MSAA is a method to get edge anti-aliasing by evaluating triangle coverage at a higher-frequency on a higher resolution z-buffer. With alpha to coverage, the MSAA mechanism can be tricked into creating psuedo order independant transparency. Alpha to coverage generates a MSAA coverage mask for a pixel based upon the pixel shader output alpha. That result gets AND'ed with the coverage mask for the triangle. This process is similar to screen-door transparency, but at the MSAA level.

??� ??�
?

ç¯?????»¥è¯´æ???·ç??ä»???????欢ç??ä½??²è??¨ä?ä¸?ï¼???以ç???为é????¶ä???游æ??ä¹???常å????¶ä¸­ä¸?å¾?ä¸?说ç??å°±æ??BA2kç³»å??以å??NBAliveç³»å????ç¯???游æ??ï¼??¸ä¿¡??欢ç???游æ?????©å?ä»??å®?对ç??è¿?äº?游æ????常ç???????§ã??ä»?å¤?..

�??��/p>

0?¡è?è®?/p>

    ??ç±»å??è¡?/p>

    ç½?游补ä¸? 游æ??è¡¥ä? æ±???è¡¥ä? ?´è§£è¡¥ä? ??CDè¡¥ä? ä¿??è¡¥ä? ??级补ä¸?

    ???¨å????