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9<title>Framebuffer</title>
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15  <h1>Framebuffer</h1>
16  <!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="本文" -->
17  <p>This document describes the framebuffer.</p>
18  <h2>Framebuffer Format</h2>
19  <p>This section describes the framebuffer format.</p>
20  <p>At present, the framebuffer format cannot be set when using CreativeStudio.</p><!-- #BeginLibraryItem "/Library/now_making.lbi" -->  <!-- 作成中! --> <img class="user_guide_chart" src="../../../../Library/assets/now_making.png" alt="Under Construction"/><!-- #EndLibraryItem --><h3>Framebuffer Configuration</h3><!-- #BeginLibraryItem "/Library/glossary_frame_buffer.lbi" --> <!-- フレームバッファ ( frame_buffer ) -->
21  <p>The <I>framebuffer</I> is a memory region for temporarily storing data output from the fragment shader.<br /> Values for fragments for which processing by fragment using the blender has ended are stored here.</p>
22  <p>The table below gives an overview of the three <I>buffers</I> that collectively make up the framebuffer.</p>
23  <table>
24    <thead>
25      <tr>
26        <th>Buffer Type</th>
27        <th>Usage</th>
28      </tr>
29    </thead>
30    <tbody>
31      <tr>
32        <th>Color Buffer</th>
33        <td>Renders fragment values that contain color and alpha values.</td>
34      </tr>
35      <tr>
36        <th>Stencil Buffer</th>
37        <td>Stores information that limits the area being rendered. This is used during stencil tests.</td>
38      </tr>
39      <tr>
40        <th>Depth Buffer</th>
41        <td>Stores information about the depth from the camera. This is used during depth tests.</td>
42      </tr>
43    </tbody>
44  </table>
45  <!-- #EndLibraryItem --><h3>Buffer Format</h3>
46  <p>Several different data recording <em>formats</em> can be specified for each buffer when storing data.</p>
47  <p>The following figure shows the formats for the color buffer, stencil buffer, and depth buffer.</p>
48  <img class="user_guide_chart" src="assets/frame_buffer_format.png" alt="Buffer Formats"/> <!-- #BeginLibraryItem "/Library/performance_frame_buffer.lbi" --> <!-- フレームバッファのフォーマットによるデータサイズ ( performance_frame_buffer ) -->
49  <p>The number of bits per pixel differs for the format of each buffer making up the framebuffer. For buffers with few bits, the on-screen display system degrades in proporation to how small the buffer allocated in recording memory is.</p>
50  <!-- #EndLibraryItem -->
51  <p class="warning">A format having a total of 32 bits results when using an 8-bit stencil buffer combined with a 24-bit depth buffer.</p>
52  <h2><B>Antialiasing</B></h2>
53  <p>This section describes antialiasing when rendering to the screen.</p>
54  <!-- #BeginLibraryItem "/Library/glossary_frame_buffer_antialiasing.lbi" --> <!-- アンチエイリアス ( frame_buffer_antialiasing ) -->
55  <p><I>Anti-aliasing </I>is a method for smoothing outlines when drawing polygons.<br /> You can apply anti-aliasing by having a larger image scale in the frame buffer than in the display buffer and reducing the image when sending it from the frame buffer to the display buffer.</p>
56  <!-- #EndLibraryItem --><!-- #BeginLibraryItem "/Library/glossary_display_buffer.lbi" --> <!-- ディスプレイバッファ ( display_buffer ) -->
57<p>The <I>display buffer</I> is the region of memory where the image output from the framebuffer is stored after the image data have been converted to an actual picture for display on the screen.<br /> It can be secured in VRAM and in device memory.</p>
58<!-- #EndLibraryItem --><p>The table below lists the two available antialiasing methods.</p>
59  <table>
60    <thead>
61      <tr>
62        <th>Types of Rendering Scaling Factors</th>
63        <th>Direction antialiasing is applied</th>
64        <th>Required framebuffer size.</th>
65      </tr>
66    </thead>
67    <tbody>
68      <tr>
69        <th>2 × 1</th>
70        <td>Vertical direction of screen.</td>
71        <td>Results in two times the display buffer.</td>
72      </tr>
73      <tr>
74        <th>2 × 2</th>
75        <td>Vertical and horizontal direction of screen.</td>
76        <td>Results in four times the display buffer.</td>
77      </tr>
78    </tbody>
79  </table>
80
81  <p>The figure below shows how antialiasing works.</p><!-- #BeginLibraryItem "/Library/now_printing.lbi" --><!-- 画像準備中 --> <img class="user_guide_chart" src="../../../../Library/assets/now_printing.png" alt="Image Being Prepared"/> <!-- #EndLibraryItem --><!-- InstanceEndEditable --> </div>
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