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OnloadedShadows_source

  • Category : 3D Graphic
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  • Update : 2012-11-26
  • Size : 8.38mb
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  • Author :eric *****
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Introduction - If you have any usage issues, please Google them yourself
Onloaded Shadows is a technique by which shadow maps can be calculated asynchronously on the CPU. By using cascades, the shadow map for objects near the camera are calculated every frame on the GPU, but the shadow maps for objects in the second cascade and beyond are calculated less often on the CPU. This allows for better work balancing across the CPU and GPU.
Packet file list
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OnloadedShadows2\ColorPass.cpp
................\ColorPass.h
................\Common.cpp
................\Common.h
................\Media
................\.....\car
................\.....\...\car.sdkmesh
................\.....\...\car.sdkmesh_layout
................\.....\...\carFord.dds
................\.....\...\car_wheel.dds
................\.....\UI
................\.....\..\arrow.x
................\.....\..\dxutcontrols.dds
................\.....\..\Font.dds
................\.....\UrbanScene
................\.....\..........\texture
................\.....\..........\.......\airCond_DM.dds
................\.....\..........\.......\Asphalt_DM.dds
................\.....\..........\.......\backGround_occlusion.dds
................\.....\..........\.......\bildAC_brick_DM.dds
................\.....\..........\.......\bildBD_brick_DM.dds
................\.....\..........\.......\concrete_DM.dds
................\.....\..........\.......\Detail_occlusion.dds
................\.....\..........\.......\DM_back.dds
................\.....\..........\.......\dumpster_DM_1024.dds
................\.....\..........\.......\fireEscape_DM_1024.dds
................\.....\..........\.......\metalTube_dm.dds
................\.....\..........\.......\props_A_DM_1024.dds
................\.....\..........\.......\sign_fence_DM_1024.dds
................\.....\..........\.......\trashcan_DM.dds
................\.....\..........\.......\walls_occlusion.dds
................\.....\..........\.......\windows.dds
................\.....\..........\urbanScene.sdkmesh
................\.....\..........\urbanScene.sdkmesh_layout
................\OnloadedShadows.cpp
................\OnloadedShadows.rc
................\OnloadedShadows.vcproj
................\OnloadedShadows.vcxproj
................\OnloadedShadows2_2008.sln
................\OnloadedShadows2_2010.sln
................\Pass.cpp
................\Pass.h
................\resource.h
................\Shaders
................\.......\OnloadedShadows.hlsl
................\ShadowPass.cpp
................\ShadowPass.h
................\WARPOnloadDevice.cpp
................\WARPOnloadDevice.h
OnloadedShadows2
DXUT\Core
....\....\dpiaware.manifest
....\....\DXUT.cpp
....\....\DXUT.h
....\....\DXUTDevice11.cpp
....\....\DXUTDevice11.h
....\....\DXUTDevice9.cpp
....\....\DXUTDevice9.h
....\....\DXUTmisc.cpp
....\....\DXUTmisc.h
....\....\DXUT_2008.sln
....\....\DXUT_2008.vcproj
....\....\DXUT_2010.sln
....\....\DXUT_2010.vcxproj
....\....\DXUT_2010.vcxproj.filters
....\Optional
....\........\directx.ico
....\........\DXUTcamera.cpp
....\........\DXUTcamera.h
....\........\DXUTgui.cpp
....\........\DXUTgui.h
....\........\DXUTguiIME.cpp
....\........\DXUTguiIME.h
....\........\DXUTLockFreePipe.h
....\........\DXUTOpt_2008.sln
....\........\DXUTOpt_2008.vcproj
....\........\DXUTOpt_2010.sln
....\........\DXUTOpt_2010.vcxproj
....\........\DXUTOpt_2010.vcxproj.filters
....\........\DXUTres.cpp
....\........\DXUTres.h
....\........\DXUTsettingsdlg.cpp
....\........\DXUTsettingsdlg.h
....\........\ImeUi.cpp
....\........\ImeUi.h
....\........\SDKmesh.cpp
....\........\SDKmesh.h
....\........\SDKmisc.cpp
....\........\SDKmisc.h
....\........\SDKsound.cpp
....\........\SDKsound.h
....\........\SDKwavefile.cpp
....\........\SDKwavefile.h
DXUT
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