• 当然顶点着色中,我们可以使用一个通用公式来计算和叠加光照,而需要上面提到的那样分别应付各种不同的情形

    Of course, in the vertex shader I just write a general equation so we don't have to deal with each special case individually like this.

    youdao

  • 绘制物体多次减慢了下来,使用复杂顶点着色器许多多边形意味着

    What slows things down is drawing objects multiple times, using complex vertex shaders and lots of polygons. This means.

    youdao

  • 从高配接口读取程序参数映射启用,忽略顶点着色器特殊标志,就使用声明

    Load the program with the expanded interface. Parameter shadowing is enabled (second parameter = TRUE). Ignore vertex shader specifc flags, such as declaration usage.

    youdao

  • 从高配接口读取程序参数映射启用,忽略顶点着色器特殊标志,就使用声明

    Load the program with the expanded interface. Parameter shadowing is enabled (second parameter = TRUE). Ignore vertex shader specifc flags, such as declaration usage.

    youdao

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