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çıktısı olarak bağlanamaz; iki hedef arasında ping-pong yapmak bu tehlikeyi baştan önler.",{"id":194,"topic":9,"difficulty":195,"body":196,"options":197,"correct_key":157,"explanation":206},"01a01705-1f96-7b36-ae3f-83323038fcbe",3,"Bir stüdyo, HDR sahne rengi render target'ını 16-bit float RGBA formatından, alpha kanalı olmayan 10\u002F11-bit paketli float bir formata çeviriyor. Doğrudan takas nedir?",[198,200,202,204],{"key":154,"text":199},"Bant genişliği düşer ve hassasiyet artar, çünkü tüm bitler alpha yerine renge ayrılır.",{"key":157,"text":201},"Bant genişliği düşer, ama az mantissa biti ve işaret bitsizliği hassasiyeti düşürür.",{"key":160,"text":203},"Bant genişliği artar, çünkü paketli formatlar piksel başına ek dolgu biti gerektirir.",{"key":163,"text":205},"Ne bant genişliği ne hassasiyet değişir; yalnızca en yüksek parlaklık değeri değişir.","Paketli 10\u002F11-bit float format, 16-bit float'a göre piksel başına depolamayı yarıya indirir, ama her kanalın mantissa'sı küçülür ve formatta işaret biti yoktur; bu yüzden hassasiyet düşer ve yalnızca negatif olmayan değerler saklanabilir.",{"id":208,"topic":9,"difficulty":150,"body":209,"options":210,"correct_key":160,"explanation":219},"01a01705-1f98-72fc-afcd-164e1720cfd6","HDR post-process zincirinde bloom'un bright-pass eşiği neden genelde tonemap'ten sonra değil önce uygulanır?",[211,213,215,217],{"key":154,"text":212},"Önce uygulamak, tüm zincirin ihtiyaç duyduğu render target sayısını azaltır.",{"key":157,"text":214},"Bright-pass shader'ı yalnızca 8-bit ara tekstürlerden veri okuyabilir.",{"key":160,"text":216},"Tonemap'ten önce 1.0 üzeri değerler hâlâ anlamlıdır; sonra kaybolur.",{"key":163,"text":218},"Tonemapping, parlaklığı hesaplamak için gereken kanalları fiziksel olarak kaldırır.","Eşiği lineer HDR veri üzerinde uygulamak, gerçek aşırı-parlaklığı (1.0 üstü değerleri) ayırt etmeyi sağlar; tonemapping her şeyi gösterim aralığına sıkıştırdıktan sonra bu ayrım kaybolur.",{"id":221,"topic":9,"difficulty":168,"body":222,"options":223,"correct_key":157,"explanation":232},"01a01705-1f9b-70d1-a949-13ca413304c7","MSAA 'resolve' adımı ne yapar?",[224,226,228,230],{"key":154,"text":225},"Her üçgeni ekranda daha yüksek çözünürlükte ikinci kez rasterize eder.",{"key":157,"text":227},"Piksel başına saklanan örnek renk değerlerini tek bir değerde 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