1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 2<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-US" lang="en-US"><!-- InstanceBegin template="/Templates/default_template.dwt" codeOutsideHTMLIsLocked="false" --> 3<head> 4<meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5<meta http-equiv="Content-Style-Type" content="text/css" /> 6<!-- InstanceBeginEditable name="CSS の相対パス指定" --> 7<link href="../../../common/manual.css" rel="stylesheet" type="text/css" /> 8<!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="ページのタイトル" --> 9<title>Framebuffer</title> 10<!-- InstanceEndEditable --> 11</head> 12<body> 13<div> 14 <div class="body"> <!-- InstanceBeginEditable name="本文のタイトル" --> 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> 82 <div class="footer" /> 83</div> 84<hr><p>CONFIDENTIAL</p></body> 85<!-- InstanceEnd --></html> 86