BLOG ARTICLE 분류 전체보기 | 230 ARTICLE FOUND
- 2005.09.27 Standard C++ Library 강좌 by 정승진
- 2005.09.15 明石 일식집에서..
- 2005.09.10 큰기와집에서 만난 한정식
- 2005.09.07 태풍이 지난 다음의 맑은 아침 하늘
- 2005.09.05 AMD vs INTEL .... 실제 게임에서의 성능
- 2005.09.05 BFG, PhysX 물리연산 카드 실물 사진
- 2005.09.02 실용주의 프로그래머 : The Pragmatic Programmer - P.P.P. 시리즈 002
- 2005.08.30 DUAL CORE에 최적화된 컴퓨터 게임이 나옵니다.
- 2005.08.20 Quake 3 Source Code Released.
- 2005.08.04 D3D 장치 상태 변경 비용 목록 ( Accurately Profiling Direct3D API Calls )
저희 팀에서 오늘 회식이 있어서 한컷 찍어봅니다. ^^;;
찍는게 재미있내요 ^^;;;;
복분자술
죽
샐러드
조기구이
모듬회
초밥
튀김
모밀국수
알밥
후식
찍는게 재미있내요 ^^;;;;
아는분께서 맛있는걸 사주신다고 하여 ^.^ 가봤습니다.
창덕궁이란 메뉴를 먹었는데 맛있더군요^^
처음찍어보는 음식사진입니다. ^^;;
입구입니다.
단호박죽
산야채
명란두부선
원추리꽃무침
떡갈비만두
죽순복쌈
가리비굴회
대하구이
시골도토리 묵채
버섯불고기두루마리(이름모름)
자연송이 전골
인삼불고기 냉채
참대구 구이
연잎밥
연잎밥 펼침
된장
오미자차
창덕궁이란 메뉴를 먹었는데 맛있더군요^^
처음찍어보는 음식사진입니다. ^^;;
재미있는 벤치내요. 뭐 절대적이라고 할순 없지만 이제 대세는 Intel에서 AMD인건가요?
링크에 들어가시면 도표도 있으니 한번들 보시기 바랍니다.
참고로 FPS 측정은 Fraps를 사용했다고 하내요~
1차 파코즈 원본 링크
원본 ExtremeTech 링크
링크에 들어가시면 도표도 있으니 한번들 보시기 바랍니다.
참고로 FPS 측정은 Fraps를 사용했다고 하내요~
Component | Intel Processor Test System | AMD Processor Test System |
Processor | Pentium 4 640 (3.2GHz) | Athlon 64 3500+ |
Motherboard and chipset | Abit AW8-MAX (Intel 955X chipset) | ASUS A8N SLI Deluxe (nForce 4 SLI chipset) |
Memory | 2 x 512MB Corsair Twin2X 5300C4Pro DDR2/533 at CAS3-3-3-8 | 2 x 512MB Kingston DDR400 at CAS 2-2-2-5 |
Graphics | XFX GeForce 7800 GTX | XFX GeForce 7800 GTX |
Hard drive | Seagate 7200.7 160GB SATA Drive | Seagate 7200.7 160GB SATA Drive |
Optical drive | ATAPI DVD-ROM Drive | ATAPI DVD-ROM Drive |
Audio | Sound Blaster Audigy 2 | Sound Blaster Audigy 2 |
Operating system | Windows XP Professional with SP2 | Windows XP Professional with SP2 |
Pentium 4 Average FPS | Athlon 64 Average FPS | Pentium 4 Time Under Threshold | Athlon 64 Time Under Threshold | |
Half-Life 2 | 59 | 69 | 28% | 6% |
F.E.A.R. Demo | 64 | 63 | 19% | 21% |
Battlefield 2 | 57 | 64 | 28% | 6% |
Dawn of War | 42 | 51 | 18% | 14% |
Dungeon Siege 2 | 41 | 50 | 69% | 27% |
World of Warcraft | 61 | 68 | 69% | 10% |
Average | 54 | 61 | 31% | 14% |
1차 파코즈 원본 링크
원본 ExtremeTech 링크
물리엔진 카드라 처음 들어보는군요. 렌더 카드는 옛날에 본적이 있지만...
이제 필요한부분은 다 하드웨어 지원을 받을꺼 같내요.
코멘트를 보니 Novodex 엔진을 쓴 Unreal에 지원이 된다고 하내요.
근데 존 카멕의 말에 의하면 지원되는 코드가 복잡해서 개발이 어렵다는 말이 있내요.
후후.... 조만간 물리에서도 레벨업을 하겠군요..
파코즈의 원본글
매번 GPGStudy에 가면서 이제서야 이 책에 관심이 들었내요.
개발방법론에 대한 책인듯싶습니다.
강컴에서 추천평에 김학규님의 글을 보고 결심했내요 ^^;;
질러야 겠습니다. 흐흐
번역은 잘되어 있을려나?? ^.^;
강컴 책 페이지 링크
퀘이크 3 소스가 공개되었내요. 열심히 공부를 ^^;;;
[ 자료출처 파코즈 ]
[ Quake 3 Source Code DownLoad ]
다음은 README.txt 내용입니다.
Quake III Arena GPL source release
==================================
This file contains the following sections:
LICENSE
GENERAL NOTES
COMPILING ON WIN32
COMPILING ON GNU/LINUX
COMPILING ON MAC
LICENSE
=======
See COPYING.txt for the GNU GENERAL PUBLIC LICENSE
Some source code in this release is not covered by the GPL:
IO on .zip files using portions of zlib
-----------------------------------------------------------------------------
lines file(s)
4299 code/qcommon/unzip.c
4546 libs/pak/unzip.cpp
Copyright (C) 1998 Gilles Vollant
zlib is Copyright (C) 1995-1998 Jean-loup Gailly and Mark Adler
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
MD4 Message-Digest Algorithm
-----------------------------------------------------------------------------
lines file(s)
299 code/qcommon/md4.c
277 common/md4.c
Copyright (C) 1991-2, RSA Data Security, Inc. Created 1991. All rights reserved.
License to copy and use this software is granted provided that it is identified
as the <93>RSA Data Security, Inc. MD4 Message-Digest Algorithm<94> in all mater
ial mentioning or referencing this software or this function.
License is also granted to make and use derivative works provided that such work
s are identified as <93>derived from the RSA Data Security, Inc. MD4 Message-Dig
est Algorithm<94> in all material mentioning or referencing the derived work.
RSA Data Security, Inc. makes no representations concerning either the merchanta
bility of this software or the suitability of this software for any particular p
urpose. It is provided <93>as is<94> without express or implied warranty of any
kind.
checksums are used to validate pak files
standard C library replacement routines
-----------------------------------------------------------------------------
lines file(s)
1324 code/game/bg_lib.c
Copyright (c) 1992, 1993
The Regents of the University of California. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
3. All advertising materials mentioning features or use of this software
must display the following acknowledgement:
This product includes software developed by the University of
California, Berkeley and its contributors.
4. Neither the name of the University nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
ADPCM coder/decoder
-----------------------------------------------------------------------------
lines file(s)
330 code/client/snd_adpcm.c
Copyright 1992 by Stichting Mathematisch Centrum, Amsterdam, The
Netherlands.
All Rights Reserved
Permission to use, copy, modify, and distribute this software and its
documentation for any purpose and without fee is hereby granted,
provided that the above copyright notice appear in all copies and that
both that copyright notice and this permission notice appear in
supporting documentation, and that the names of Stichting Mathematisch
Centrum or CWI not be used in advertising or publicity pertaining to
distribution of the software without specific, written prior permission.
STICHTING MATHEMATISCH CENTRUM DISCLAIMS ALL WARRANTIES WITH REGARD TO
THIS SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS, IN NO EVENT SHALL STICHTING MATHEMATISCH CENTRUM BE LIABLE
FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT
OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
JPEG library
-----------------------------------------------------------------------------
code/jpeg-6
libs/jpeg6
Copyright (C) 1991-1995, Thomas G. Lane
Permission is hereby granted to use, copy, modify, and distribute this
software (or portions thereof) for any purpose, without fee, subject to these
conditions:
(1) If any part of the source code for this software is distributed, then this
README file must be included, with this copyright and no-warranty notice
unaltered; and any additions, deletions, or changes to the original files
must be clearly indicated in accompanying documentation.
(2) If only executable code is distributed, then the accompanying
documentation must state that "this software is based in part on the work of
the Independent JPEG Group".
(3) Permission for use of this software is granted only if the user accepts
full responsibility for any undesirable consequences; the authors accept
NO LIABILITY for damages of any kind.
These conditions apply to any software derived from or based on the IJG code,
not just to the unmodified library. If you use our work, you ought to
acknowledge us.
NOTE: unfortunately the README that came with our copy of the library has
been lost, so the one from release 6b is included instead. There are a few
'glue type' modifications to the library to make it easier to use from
the engine, but otherwise the dependency can be easily cleaned up to a
better release of the library.
GENERAL NOTES
=============
A short summary of the file layout:
code/ Quake III Arena source code ( renderer, game code, OS layer etc. )
code/bspc bot routes compiler source code
lcc/ the retargetable C compiler ( produces assembly to be turned into qvm bytecode by q3asm )
q3asm/ assembly to qvm bytecode compiler
q3map/ map compiler ( .map -> .bsp ) - this is the version that comes with Q3Radiant 200f
q3radiant/ Q3Radiant map editor build 200f ( common/ and libs/ are support dirs for radiant )
While we made sure we were still able to compile the game on Windows, GNU/Linux and Mac, this build didn't get any kind of extensive testing so it may not work completely right. Whenever an id game is released under GPL, several projects start making the source code more friendly to nowaday's compilers and environements. If you are picking up this release weeks/months/years after we uploaded it, you probably want to look around on the net for cleaned up versions of this codebase as well.
COMPILING ON WIN32
==================
VC7 / Visual C++ 2003 project files are provided:
code/quake3.sln
q3radiant/Radiant.sln
To compile the qvms, you need to run some batch files:
you will need to have lcc.exe q3cpp.exe q3rcc.exe and q3asm.exe in your path
( some precompiled binaries are provided in lcc/bin and code/win32/mod-sdk-setup/bin )
the qvm batch files are in code/game code/cgame code/q3_ui code/ui ..
COMPILING ON GNU/LINUX
==================
the build system using cons, which may be known as scons's perl ancestor now
you don't have to track it down though, the build script is provided in the tree
you will need nasm and gcc 2.95
make sure you have the X Direct Graphics Access and X Video Mode extensions headers for your X11
a typical compile command goes like this:
[..]/code$ ./unix/cons -- gcc=gcc-2.95 g++=g++-2.95
COMPILING ON MAC
================
project file for OSX compile is in code/macosx/Quake3.pbproj
[ 자료출처 파코즈 ]
[ Quake 3 Source Code DownLoad ]
다음은 README.txt 내용입니다.
Quake III Arena GPL source release
==================================
This file contains the following sections:
LICENSE
GENERAL NOTES
COMPILING ON WIN32
COMPILING ON GNU/LINUX
COMPILING ON MAC
LICENSE
=======
See COPYING.txt for the GNU GENERAL PUBLIC LICENSE
Some source code in this release is not covered by the GPL:
IO on .zip files using portions of zlib
-----------------------------------------------------------------------------
lines file(s)
4299 code/qcommon/unzip.c
4546 libs/pak/unzip.cpp
Copyright (C) 1998 Gilles Vollant
zlib is Copyright (C) 1995-1998 Jean-loup Gailly and Mark Adler
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
MD4 Message-Digest Algorithm
-----------------------------------------------------------------------------
lines file(s)
299 code/qcommon/md4.c
277 common/md4.c
Copyright (C) 1991-2, RSA Data Security, Inc. Created 1991. All rights reserved.
License to copy and use this software is granted provided that it is identified
as the <93>RSA Data Security, Inc. MD4 Message-Digest Algorithm<94> in all mater
ial mentioning or referencing this software or this function.
License is also granted to make and use derivative works provided that such work
s are identified as <93>derived from the RSA Data Security, Inc. MD4 Message-Dig
est Algorithm<94> in all material mentioning or referencing the derived work.
RSA Data Security, Inc. makes no representations concerning either the merchanta
bility of this software or the suitability of this software for any particular p
urpose. It is provided <93>as is<94> without express or implied warranty of any
kind.
checksums are used to validate pak files
standard C library replacement routines
-----------------------------------------------------------------------------
lines file(s)
1324 code/game/bg_lib.c
Copyright (c) 1992, 1993
The Regents of the University of California. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
3. All advertising materials mentioning features or use of this software
must display the following acknowledgement:
This product includes software developed by the University of
California, Berkeley and its contributors.
4. Neither the name of the University nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
ADPCM coder/decoder
-----------------------------------------------------------------------------
lines file(s)
330 code/client/snd_adpcm.c
Copyright 1992 by Stichting Mathematisch Centrum, Amsterdam, The
Netherlands.
All Rights Reserved
Permission to use, copy, modify, and distribute this software and its
documentation for any purpose and without fee is hereby granted,
provided that the above copyright notice appear in all copies and that
both that copyright notice and this permission notice appear in
supporting documentation, and that the names of Stichting Mathematisch
Centrum or CWI not be used in advertising or publicity pertaining to
distribution of the software without specific, written prior permission.
STICHTING MATHEMATISCH CENTRUM DISCLAIMS ALL WARRANTIES WITH REGARD TO
THIS SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS, IN NO EVENT SHALL STICHTING MATHEMATISCH CENTRUM BE LIABLE
FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT
OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
JPEG library
-----------------------------------------------------------------------------
code/jpeg-6
libs/jpeg6
Copyright (C) 1991-1995, Thomas G. Lane
Permission is hereby granted to use, copy, modify, and distribute this
software (or portions thereof) for any purpose, without fee, subject to these
conditions:
(1) If any part of the source code for this software is distributed, then this
README file must be included, with this copyright and no-warranty notice
unaltered; and any additions, deletions, or changes to the original files
must be clearly indicated in accompanying documentation.
(2) If only executable code is distributed, then the accompanying
documentation must state that "this software is based in part on the work of
the Independent JPEG Group".
(3) Permission for use of this software is granted only if the user accepts
full responsibility for any undesirable consequences; the authors accept
NO LIABILITY for damages of any kind.
These conditions apply to any software derived from or based on the IJG code,
not just to the unmodified library. If you use our work, you ought to
acknowledge us.
NOTE: unfortunately the README that came with our copy of the library has
been lost, so the one from release 6b is included instead. There are a few
'glue type' modifications to the library to make it easier to use from
the engine, but otherwise the dependency can be easily cleaned up to a
better release of the library.
GENERAL NOTES
=============
A short summary of the file layout:
code/ Quake III Arena source code ( renderer, game code, OS layer etc. )
code/bspc bot routes compiler source code
lcc/ the retargetable C compiler ( produces assembly to be turned into qvm bytecode by q3asm )
q3asm/ assembly to qvm bytecode compiler
q3map/ map compiler ( .map -> .bsp ) - this is the version that comes with Q3Radiant 200f
q3radiant/ Q3Radiant map editor build 200f ( common/ and libs/ are support dirs for radiant )
While we made sure we were still able to compile the game on Windows, GNU/Linux and Mac, this build didn't get any kind of extensive testing so it may not work completely right. Whenever an id game is released under GPL, several projects start making the source code more friendly to nowaday's compilers and environements. If you are picking up this release weeks/months/years after we uploaded it, you probably want to look around on the net for cleaned up versions of this codebase as well.
COMPILING ON WIN32
==================
VC7 / Visual C++ 2003 project files are provided:
code/quake3.sln
q3radiant/Radiant.sln
To compile the qvms, you need to run some batch files:
you will need to have lcc.exe q3cpp.exe q3rcc.exe and q3asm.exe in your path
( some precompiled binaries are provided in lcc/bin and code/win32/mod-sdk-setup/bin )
the qvm batch files are in code/game code/cgame code/q3_ui code/ui ..
COMPILING ON GNU/LINUX
==================
the build system using cons, which may be known as scons's perl ancestor now
you don't have to track it down though, the build script is provided in the tree
you will need nasm and gcc 2.95
make sure you have the X Direct Graphics Access and X Video Mode extensions headers for your X11
a typical compile command goes like this:
[..]/code$ ./unix/cons -- gcc=gcc-2.95 g++=g++-2.95
COMPILING ON MAC
================
project file for OSX compile is in code/macosx/Quake3.pbproj
Gpgstudy에서 본 내용입니다.
대략 많이 비용이 들겠다고 생각했었는데. 실제 수치 정보가 있내요. 참조해서 -.- 프레임 업!
1차 자료 출처 ( Gpgstudy.com )
2차 자료 출처 ( MSDN )
대략 많이 비용이 들겠다고 생각했었는데. 실제 수치 정보가 있내요. 참조해서 -.- 프레임 업!
API Call | Average number of Cycles |
---|---|
SetVertexDeclaration | 6500 - 11250 |
SetFVF | 6400 - 11200 |
SetVertexShader | 3000 - 12100 |
SetPixelShader | 6300 - 7000 |
SPECULARENABLE | 1900 - 11200 |
SetRenderTarget | 6000 - 6250 |
SetPixelShaderConstant (1 Constant) | 1500 - 9000 |
NORMALIZENORMALS | 2200 - 8100 |
LightEnable | 1300 - 9000 |
SetStreamSource | 3700 - 5800 |
LIGHTING | 1700 - 7500 |
DIFFUSEMATERIALSOURCE | 900 - 8300 |
AMBIENTMATERIALSOURCE | 900 - 8200 |
COLORVERTEX | 800 - 7800 |
SetLight | 2200 - 5100 |
SetTransform | 3200 - 3750 |
SetIndices | 900 - 5600 |
AMBIENT | 1150 - 4800 |
SetTexture | 2500 - 3100 |
SPECULARMATERIALSOURCE | 900 - 4600 |
EMISSIVEMATERIALSOURCE | 900 - 4500 |
SetMaterial | 1000 - 3700 |
ZENABLE | 700 - 3900 |
WRAP0 | 1600 - 2700 |
MINFILTER | 1700 - 2500 |
MAGFILTER | 1700 - 2400 |
SetVertexShaderConstant (1 Constant) | 1000 - 2700 |
COLOROP | 1500 - 2100 |
COLORARG2 | 1300 - 2000 |
COLORARG1 | 1300 - 1980 |
CULLMODE | 500 - 2570 |
CLIPPING | 500 - 2550 |
DrawIndexedPrimitive | 1200 - 1400 |
ADDRESSV | 1090 - 1500 |
ADDRESSU | 1070 - 1500 |
DrawPrimitive | 1050 - 1150 |
SRGBTEXTURE | 150 - 1500 |
STENCILMASK | 570 - 700 |
STENCILZFAIL | 500 - 800 |
STENCILREF | 550 - 700 |
ALPHABLENDENABLE | 550 - 700 |
STENCILFUNC | 560 - 680 |
STENCILWRITEMASK | 520 - 700 |
STENCILFAIL | 500 - 750 |
ZFUNC | 510 - 700 |
ZWRITEENABLE | 520 - 680 |
STENCILENABLE | 540 - 650 |
STENCILPASS | 560 - 630 |
SRCBLEND | 500 - 685 |
TWOSIDEDSTENCILMODE | 450 - 590 |
ALPHATESTENABLE | 470 - 525 |
ALPHAREF | 460 - 530 |
ALPHAFUNC | 450 - 540 |
DESTBLEND | 475 - 510 |
COLORWRITEENABLE | 465 - 515 |
CCW_STENCILFAIL | 340 - 560 |
CCW_STENCILPASS | 340 - 545 |
CCW_STENCILZFAIL | 330 - 495 |
SCISSORTESTENABLE | 375 - 440 |
CCW_STENCILFUNC | 250 - 480 |
SetScissorRect | 150 - 340 |
1차 자료 출처 ( Gpgstudy.com )
2차 자료 출처 ( MSDN )