![]() Schematic of OpenGL tessellation Tessellation Primitive Modes This setup is shown in the schematic of Figure 8.1.įigure 8.1. This is stored in the gl_TessCoord input variable. When the tessellation engine is generating lines or triangles, those coordinates are simply a pair of normalized values indicating the relative position of the vertex. When the tessellator is generating triangles, those coordinates are barycentric coordinates. The only input to the tessellation evaluation shader generated by OpenGL is a set of coordinates indicating where in the patch the vertex lies. When the fixed-function tessellator runs, it generates a new set of vertices spaced across the patch as determined by the tessellation factors and the tessellation mode, which is determined using a layout declaration in the tessellation evaluation shader. If some of the data is common to all output vertices (such as the color of the patch), then that data may be marked as per patch. Besides the tessellation factors, the output of a tessellation control shader is a new patch (i.e., a new collection of vertices) that is passed to the tessellation evaluation shader after the patch has been tessellated by the tessellation engine. The tessellation factors are sent on to the fixed-function tessellation engine, which uses them to determine the way that it will break up the patch into smaller primitives. The position and other attributes for each output control point.The per-patch inner and outer tessellation factors.The tessellation control shader is responsible for generating three things: In the context of tessellation, the input vertices are often referred to as control points. The tessellation control shader operates on groups of up to 32 vertices 1 at a time, collectively known as a patch. When tessellation is active, incoming vertex data is first processed as normal by the vertex shader and then passed, in groups, to the tessellation control shader. ![]() ![]() Logically, these three stages fit between the vertex shader and the geometry shader stage. In OpenGL, tessellation is produced using three distinct stages of the pipeline - the tessellation control shader (TCS), the fixed-function tessellation engine, and the tessellation evaluation shader (TES). There are many uses for tessellation, but the most common application is to add geometric detail to otherwise lower fidelity meshes. TessellationĪs introduced in the section “Tessellation” in Chapter 3, tessellation is the process of breaking a large primitive referred to as a patch into many smaller primitives before rendering them. In this chapter, we’ll cover both tessellation and geometry shading, and investigate some of the OpenGL features that they unlock. Next, the geometry shader processes entire primitives (points, lines, and triangles) and runs once for each. First, the two tessellation shader stages and the fixed-function tessellator that they flank together process patches. The next few stages of the pipeline seem similar to vertex shaders at first, but can actually be considered primitive processing stages. A vertex shader runs once on each of the vertices you send OpenGL and produces one set of outputs for each. We’ve covered the vertex shader stage in some detail, including how its inputs are formed and where its outputs go. In the previous chapters, you’ve read about the OpenGL pipeline and have been at least briefly introduced to the functions of each of its stages. How to use geometry shaders to process whole primitives and create geometry on the fly.How to use tessellation to add geometric detail to your scenes. ![]()
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![]() Rather than replicating existing actual plants, she drew on the greenhouse of the mind to create strange and wondrous near-life-forms on the fringe of the familiar, like a person in a dream who resembles, but is always a little askance from, someone you know in waking life. Looking at these unliving plants, you are at once aware of their humble artificial origins and aware of that crowning glory of nature - consciousness, with its fathomless depths of creativity, capable of such ecstatically imaginative transformations. Indeed, radiating from the surreal beauty is a haunting ecological elegy - it is impossible to behold these homages to nature’s creations without the awareness that they are created from the selfsame human materials constellating in colossal gyres to maim entire ecosystems as we go on conveniencing ourselves.Īnd yet something else emerges, too: an improbably lovely reminder that, even at our most artificial, we are not only in constant dialogue with nature but we are nature, calling to mind that lovely Denise Levertov verse from “Sojourns in the Parallel World”: She began making fake plants - delicate and brutal emblems of life made out of the most improbable materials, from tiny tender petals painstakingly cut out of used K-95 face masks to the puffy white flowers found when you break apart styrofoam, one of the most environmentally merciless human-made materials. And suddenly a wilderness of possibility came abloom in her mind. 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So you can't go by damage per trigger pull, you have to go by damage per round and, ultimately, DPS. Essentially the "/2" of the amp damage being split between 2 projectiles is cancelled out by the "x2" of there being 2 projectiles.Īlso, as I understand it, if you fire a weapon which consumes six shots with only 2 rounds in the clip you get 1/3 the damage from that shot, though I have not tested this. Yes, the amp damage is split between the two projectiles for the DPUH, but that is mitigated completely by having twice the number of projectiles. ![]() We need some real figures here.ĭid nobody else notice that the math in the top post is wrong? I know how the poster came up the the "damage per trigger pull" numbers, but the DPUH number is using the x7 for the number of projectiles instead of x14.Īmp damage will play absolutely zero role in the final numbers. The additional base damage if the dpuh is matched by the explicit's better utilization of the bee. ![]() Multiplied by the 7 rounds and fire rate of 6 and you get Multiply that by the 14 projectiles and fire rate of 5 and you get We'll assume that all 7 rounds from the explicit and 14 from dpuh hit the target.ĭpuh: base damage = 5,000 per projectile Fire rate = 5Įxplicit Harold: base damage = 5,000 Fire rate = 6Įach projectile from dpuh only gets 50% amp damage, so total damage per projectile would be 15,000. If anyone would like to offer some less BS numbers, that would probably help. Here's a thought experiment with completely made up numbers because I don't have the time to look those things up right now. It seems to me that on the surface, you're probably right, although it deserves some scientific research. ![]() ![]() ![]() Use the arrow keys and hit Return to choose the one you want. You should see a black screen that lets you choose to boot into Windows or macOS. 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To use Windows 10 for free, click I don't have a product keyĦ. ![]() Follow the setup prompts to choose your language and input your product key. Partway through the installation, your Mac will reboot into Windows 10. Click Install to create the partition and start installing Windowsĥ. Apple suggests using a minimum of 64GB for Windows. Click and drag the slider to choose the partition sizes you want to use for macOS and Windows. This will format your USB hard drive, so be sure to remove any important files first or they'll get erasedĤ. If you need to create a bootable USB installer, connect your USB drive and select it as the Destination disk. Use the file browser to select the Windows 10 ISO image you downloaded. Depending on your Mac, you may also need to create a Windows 10 bootable USB installer you should insert your drive now if you need to do thisģ. We suggest you select every available task to install Windows and download support software. Click Continue on the welcome page and select the tasks you want to use Boot Camp for. It might take a moment to clear free space on your Mac when it starts upĢ. Here's how to use it:ġ.Open Boot Camp Assistant from the Utilities or Other folder in your Applications. ![]() Full Security is the default setting, so you only need to worry about this if you changed it to something else in the past.Įvery Mac comes with Boot Camp Assistant pre-installed, which guides you through partitioning your Mac and installing Windows. How to install Windows on a Mac with Boot Camp Assistantįollow the instructions on Apple's website to change your Mac's Secure Boot setting to Full Security. If you already have Windows on an installation disc, follow this guide on Apple's website to create an ISO image from a Windows disc. If you want to bypass these, you need to pay for a license to use Windows. 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Go to the Storage tab to view your free space.ĭepending on your Mac, you may need to create a bootable USB installer from an external drive. You also need at least 64GB of free space for the Windows partition, though Apple recommends 128GB for better performance. That means Apple's new M1 chip isn't compatible. You can only install Windows if your Mac uses an Intel processor. What you need to install Windows on a Mac How to install Windows on a Mac with Boot Camp Assistant.What you need to install Windows on a Mac.Whether you want to run Windows-only software or get access to more computer games, you can still do so by installing Windows 10 on your Mac with Boot Camp Assistant.īoot Camp Assistant is a free app that lets you dual boot Windows on your Mac. 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