Shader Programming Technology
I hope you enjoy the page, and leave a comment or to to let me know what you think, even improvements on the page are most appreciated.
Thanks!
Shader Programming Feeds
Fetching RSS feed... please stand byShader Programming News
- 加入Shader Model 5.0 、 DirectCompute
- ???DirectX 11 ????????DirectX 10 ?????????DirectX 10 ????? DirectX 11 ??Shader Model 5.0 ???64Bit ??????????Shader ...
Programmable Graphics Pipeline
according to Riemer's in XNA Framework!

This is the Rendering Pipeline for the XNA Framework
It shows, you guessed it, how everything is rendered to the monitor, screen. The application data is sent to the vertex buffer for the vertices to be processed, that info is sent to the pixel shader to make those vertices visible on screen. They are also responsible for effects like "depth-of-field","motion blur","bloom", and "glow-effects". All of this information is finally pasted to your monitor at incredibly fast speeds, 60 plus frames per second (fps)!
Also XNA is the engine/framework I am currently learning in, if you are interested, there are many sites that focus on this tool. Google "riemers xna" and you will find a lovely source of informative tutorials geared toward complete noobs, to savy c#, c++-ers :3
Videos!
What Shaders Can Do!
The first and second video are demos of the Unreal Engine 3, the platform "GoW 1 and 2" were built upon. As well as Unreal Tournament, The Last Remnant, and many many other titles.
The third video is a trailer for "GoW3" (God of War 3), the brilliance here is the fact that the entire trailer is rendered in real-time. Which further shows of the brute force of the Playstation 3, and the power that shader programming technology has given to developers.








