• 通过使用深度缓冲对象得到正确渲染

    By using the depth buffer, objects are rendered correctly.

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  • 一些阅读对于渲染最好的办法使用深度缓冲

    After doing some reading, my best bet for deferred rendering is to use a depth buffer.

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  • 如果Z缓冲不能纹理方式访问那么深度额外的渲染处理中被使用着色器替代技术渲染。

    If Z buffer can't be accessed as a texture, then depth is rendered in additional rendering pass, using shader replacement.

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  • 深度纹理对应Z缓冲渲染的内容并不使用片段程序所输出结果

    Depth texture corresponds to Z buffer contents that are rendered, it does not use the result from the fragment program.

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  • 使用多个相机时,一个都将自己颜色深度信息存储缓冲区中,还将积累大量的每个相机渲染数据

    When you are using multiple Cameras, each one stores its own color and depth information in buffers, accumulating more data as each Camera renders.

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  • 精度通常24位16,这主要取决于使用深度缓冲

    Precision is usually 24 or 16 bits, depending on depth buffer used.

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  • 呈现简单,因为深度渲染顺序一样重要使用z缓冲解决问题

    Your rendering will be simpler because depth or render order isn't as critical as you would use z-buffering to solve your issues.

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  • 呈现简单,因为深度渲染顺序一样重要使用z缓冲解决问题

    Your rendering will be simpler because depth or render order isn't as critical as you would use z-buffering to solve your issues.

    youdao

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