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常规问题
我的Direct3D应用程序不能正常运行,我认为是驱动存的缺陷,怎么解决?
我对D3D中的"顶点缓存_vertex buffers"的概念感到迷惑,特别是其分配和锁定的操作,不知道这些名称的含义是什么?
"Render_to_texture_渲染到纹理(RTT)"似乎成为了我的D3D程序的性能瓶颈,甚至在我很少使用RTT或者只渲染很少量的几何体到纹理缓存时,程序也非常慢。这种状况正常吗?
当CPU的处理速度大大超过GPU时,怎样处理延迟? (例如,显著的鼠标键盘响应滞后)
我将我的程序升级到DX9以后,硬件阴影贴图不能用了,为什么?
怎样在我的程序中使用"full screen anti-aliasing_全屏反锯齿(FSAA)"?
我的程序需要测试哪些新的分辨率?
GeForce FX 系列在DirectX中支持哪些浮点的帧缓存格式?
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General
My Direct3D app does not work. I think your drivers are broken. What's going on?
I'm confused about vertex buffers in Direct3D. What do the various parameters mean when allocating and locking vertex buffers?
Render-to-texture seems to really slow down my Direct3D application, even when I do it infrequently and render very little geometry to a small surface. Is this normal?
How should I handle input lag (that is, apparent mouse and keyboard response time) in situations where the CPU is getting too far ahead of the GPU?
I upgraded my application to DirectX9 and my hardware shadow maps no longer work! What's up?
How do I force FSAA on within my application?
What new resolutions should I test my applications with?
What floating-point surface formats does the GeForce FX family support in DirectX? |
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