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[fix] 修复丢失的链接
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Italink committed Sep 18, 2023
1 parent d4c3757 commit 9b75f53
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4 changes: 2 additions & 2 deletions Docs/01-GraphicsAPI/0.概述.md
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Expand Up @@ -155,7 +155,7 @@ void renderFrame(std::vector<std::vector<char>>& frameBuffer) {
思路细节请阅读:
- https://www.sunshine2k.de/coding/java/TriangleRasterization/TriangleRasterization.htm
- https://www.sunshine2k.de/coding/java/TriangleRasterization/TriangleRasterization.html
这里有一个简单的实现:
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在这个问题上,每个人都有自己的见解,比如:

- [知乎:Vulkan相比于OpenGL、DX12、Metal和Mantle有什么优势、劣势?]()
- [知乎:Vulkan相比于OpenGL、DX12、Metal和Mantle有什么优势、劣势?](https://www.zhihu.com/question/46536915)

作为一个过来人,笔者的看法是:

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6 changes: 1 addition & 5 deletions mkdocs.yml
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Expand Up @@ -19,11 +19,7 @@ nav:
- "3 - 着色器" : "01-GraphicsAPI/3.着色器.md"
- "4 - 缓冲区与纹理" : "01-GraphicsAPI/4.缓冲区与纹理.md"
- "5 - 3D空间" : "01-GraphicsAPI/5.三维空间.md"
- "6 - 混合与测试" : "Waitting.md"
- "7 - 实例化" : "Waitting.md"
- "8 - 多渲染目标" : "Waitting.md"
- "0 - 离屏渲染" : "Waitting.md"
- "10 - 间接渲染" : "Waitting.md"
- "6 - 图形API进阶" : "01-GraphicsAPI/6.图形渲染进阶.md"
- '引擎技术':
- "0 - 渲染架构" : "02-EngineTechnology/Waitting.md"
- "1 - 编辑器架构" : "02-EngineTechnology/1.编辑器架构.md"
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